Temporal Shifter (5e Creature)
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Medium aberration, any neutral alignment
Saving Throws Dex +9
Change Age. The temporal shifter can use its action to magically change the age of a creature within 60 feet of it. An unwilling target must then succeed on a DC 18 Constitution saving throw or take 16 (3d10) necrotic damage and have its age changed by up to 1d100 years. A willing target automatically fails the save but takes no damage. This ageing may not reduce a creature's age below 1 year or cause it to die. An affected creature may repeat the saving throw when it finishes a short rest. An affected creature returns to its normal age when it finishes a long rest.
False Appearance While the temporal shifter is not moving, it is indistinguishable from a stone statue.
Innate Spellcasting The temporal shifter's innate spellcasting ability is Charisma (spell save DC 18, +10 to spell attacks). The temporal shifter can cast the following spells innately, requiring no material components:
At will: chill touch, counterspell, haste, hold person, inflict wounds, slow
Magic Resistance. The temporal shifter has advantage on saving throws against spells and other magical effects.
Regeneration. The temporal shifter regains 10 hit points at the start of its turn. If the temporal shifter takes acid or fire damage, or damage from a silvered weapon, this trait doesn’t function at the start of the temporal shifter’s next turn. The temporal shifter dies only if it starts its turn with 0 hit points and doesn’t regenerate.
Rejuvenation. If the temporal shifter is slain, it returns to life 1d4 days later on the Astral Plane, regardless of where it died. Only a wish spell may stop this feature from functioning.
Revert. Once per minute, the temporal shifter can use its action to channel time around itself or another creature it is aware of within 30 feet of it. The creature then has its hit points changed to any value that they had been within the past 5 minutes. An unwilling creature must succeed on a DC 18 Wisdom saving throw to avoid being affected.
Teleport. The temporal shifter can use its action to magically teleport itself up to 30 feet. Any equipment the temporal shifter was wearing or carrying is teleported with it.
Multiattack. The temporal shifter makes four attacks.
Slash. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 23 (3d12 + 4) slashing damage.
Temporal Rend. Melee Spell Attack: +9 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) necrotic damage. The target must also succeed on a DC 18 Constitution saving throw or be stunned until the end of its next turn.
Time Ward. The temporal shifter adds 5 to its AC against one weapon attack that would hit it.
The temporal shifter 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 temporal shifter regains spent legendary actions at the start of its turn.
Teleport. The temporal shifter magically teleports itself up to 30 feet. Any equipment the temporal shifter was wearing or carrying is teleported with it.
Temporal shifters are creatures from the Astral Plane that can freely control time around themselves and other creatures, though fire, silver, and acid can disrupt their power. They appear as little more than humanoid statues made from blackish stone, with an appearance not unlike obsidian mixed with granite. They are usually solitary and peaceful, and when they discover other creatures they usually do not attack, instead watching in motionless silence, waiting to discern the intentions of their guests. Sometimes, temporal shifters offer their time shifting abilities to sentient beings, working as excellent healers, but others are ruthless villains that kill for their own entertainment.
Timeless Nature. A temporal shifter doesn't require air, food, drink, or sleep, gaining all the sustenance it requires from the flow of time and the passage of magical energy.