Time-Tortured (5e Template)

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Time-Tortured[edit]

This is an adaptation of the Atata in the The Immortals Handbook Epic Bestiary. No text has been reproduced.

Eternal torture is a real threat in a cosmology that supports immortality , temporal magic or evil planes of existence. A time-tortured creature has suffered torment of unimaginable scope: imprisonment, spiritual anguish and physical torture for aeons – or even many cycles of cosmic time. The creature's mind has been broken many times, regardless of the strength of its will.

A freed time-tortured creature has cracked skin that oozes time. Its motions are jittery or frenzied. It it lashes out wildly, screaming with pure rage, irreversibly unable to repair its time-rended psyche.

Prerequisite

The base creature must have an Intelligence of 6 or greater, and must be immortal (this includes most fey, fiends, celestials and elementals).

Statistics[edit]

Equipment. The creature does not have armor or weapons. Adjust the creature's AC and attacks as appropriate.

Abilities. Strength, Constitution and Dexterity all increase by 2. Intelligence is reduced to 6 and Wisdom is reduced to 11, if they were greater than those values.

Condition Immunities charmed, frightened, unconscious

Languages The time-tortured can understand all languages it knew in its previous form, but cannot speak

Skills the time-tortured loses all skills it had, except Perception

Alignment chaotic evil

Traits[edit]

Spellcasting. The time-tortured loses any spellcasting traits.

Temporal Displacement. A creature has disadvantage on attack rolls against the time-tortured unless it also has temporal displacement.

In addition, the time-tortured has advantage on Dexterity saving throws, except when the source also has temporal displacement.

Reactions[edit]

Temporal Stasis (Recharge 5-6). A creature that hits the time-tortured with a melee weapon attack must make a DC 17 Constitution saving throw. On a failed save, time ceases to flow for that creature: it is effectively petrified and is also immune to all further damage and conditions.
The stasis persists until removed with a dispel magic spell: the stasis effect is considered to be an 8th level spell. A freedom of movement spell cast on the target will also end the effect.

Legendary Actions[edit]

The time-tortured can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The time-tortured regains spent legendary actions at the start of its turn.

Slip. The time-tortured moves half its speed.

Pain Gaze. One creature the time-tortured can see within 60 feet must make a DC 17 Constitution saving throw. On a failed save the target becomes incapacitated with excruciating pain for 1 minute.

Wail of Destruction (Costs 2 Actions). All creatures within 30 feet of the time-tortured that can hear it and have 50 or fewer hit points must make a DC 17 Constitution saving throw. Creatures that fail the save are killed.

CR Calculation[edit]

When recalculating CR, consider the following:

  • Increase effective AC by 8 (from temporal displacement, temporal stasis and pain gaze; these are multiple ways that prevent it from being hit.)
  • Increase the effective per-round damage by 50 (from wail of destruction)

See Also=[edit]

Homebrew creatures made with this template:

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