Time Maestro

Small humanoid (lightfoot halfling), chaotic neutral

Armor Class 20 (Intelligence)
Hit Points 315 (42d6+168)
Speed 45 ft.

STR DEX CON INT WIS CHA
13 (+1) 21 (+5) 18 (+4) 23 (+6) 14 (+2) 16 (+3)

Saving Throws Dex +13, Int +14, Wis +10, Cha +11
Skills Arcana +22, Deception +19, Insight +18, Investigation +22, Nature +22, Perception +10
Damage Immunities psychic
Condition Immunities charmed, exhaustion, frightened
Senses darkvision 90 ft., passive Perception 20
Languages Common, Deep Speech, Draconic, Dwarvish, Elvish, Halfling, Primordial, Undercommon
Challenge 25 (75,000 XP)

SPECIAL TRAITS

    • Evasion. When the time maestro makes a Dexterity saving throw to reduce the damage of a spell or attack, on a success he takes no damage and on a failure he takes half damage.
    • Halfling Nimbleness. The time maestro can move through the space of any creature that is of a size larger than his.
    • Intellectual Combatant. The time maestro adds his Intelligence bonus to his AC and he can use his bonus action to take the Dodge action.
    • Knowledge of Many Times. The time maestro has advantage on Intelligence checks. If a skill applies to the check, he gains his proficiency bonus (+8).
    • Legendary Resistance (3/Day). If the time maestro fails a saving throw, he can choose to succeed instead.
    • Lucky. When the time maestro rolls a 1 on the d20 for an attack roll, ability check, or saving throw, he can reroll the die and must use the new roll.
    • Naturally Stealthy. The time maestro can attempt to hide even when he is obscured only by a creature that is at least one size larger than him.
    • Technological Spellcasting. The time maestro is a 17th-level spellcaster that uses Intelligence as his spellcasting ability (spell save DC 22; +14 to hit with spell attacks). He casts spells using technological devices he crafts (2 lb. cantrips, 1/2 lb. per spell level; AC 10 + spell level, 34 hp each) and his spells ignore the effects of counterspell, dispel magic, and antimagic fields. The time maestro has the following spells prepared:

ACTIONS

      • Multiattack. The time maestro attacks twice, or casts a spell and attacks once.
      • Hourglass Sword Cane. Melee Weapon Attack: +16 to hit, reach 5 ft., one target. Hit: 10 (1d4+8) magical bludgeoning damage. The target makes a DC 22 Intelligence saving throw or it is stunned for 1d4 rounds as its mind becomes unstuck in time. At the end of each of its turns, the creature makes a new saving throw to end the effect.
      • Stopping Watch. Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 10 (1d4+8) magical bludgeoning damage and the target makes a DC 22 Charisma saving throw or it comes to an abrupt halt in the flow of time until the start of the time maestro’s next turn. The effect ends if a creature damages the target.
      • Revolver. Ranged Weapon Attack: +16 to hit, range 50/150 ft., one target. Hit: 17 (2d6+8) magical piercing damage.

LEGENDARY ACTIONS

The time maestro 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. He regains spent legendary actions at the start of his turn.

      • Trigger Device. The time maestro activates one technological spellcasting device of 3rd-level or lower.
      • Grenades (Costs 2 Actions). The time maestro throws up to 3 grenades at points he can see within 60 feet, each of which explodes in a 20-foot radius. Creatures in the area make a DC 21 Dexterity saving throw, taking 14 (4d6) energy damage on a failed save, or half as much on a successful one. The time maestro chooses the type of energy damage a grenade deals (fire, force, lightning, or psychic) when he throws a grenade.
      • Parallel Movement (Costs 3 Actions). The time maestro activates an improbability drive that swaps his position. He chooses a square within range of the square he began his most recent turn in, teleporting to that square. The time maestro regains a number of hit points equal to the damage he’s taken since the beginning of his last turn so long as the attacks and spells are not within reach of his new location, and any conditions or effects inflicted since the beginning of his last turn are removed. The time maestro’s new path of movement provokes opportunity attacks and damages him if any effect would have, as if he had taken this movement normally.

ABOUT

A time maestro, perhaps unsurprisingly, has absolutely impeccable timing. In order for their machines to be as precise as required they need energies that are temporally circumstantial so acquiring the right resources is an exacting process. These masters of the arcane and temporal tend to arrive immediately after events of significance (or if they are keen to see things proceed for themselves then just before instead), achieve their objective, and then disappear in a wink of light. Given their penchant for perusing history time maestros also tend to monitor the goings on of future assassins, keeping note of who is targeted and deciphering why-as well as what new and unexpected opportunities a given attack might offer.

Time maestros also delight in witnessing the most impressive performances throughout history, casting themselves back into the past (or future) to experience the world’s greatest artistic achievements. The most maddened of these temporal travelers (many are quite insane) kidnap certain performers and keep them in stasis in a demiplanar manse, the only clue as to what happened being phase ghosts (after-images left in the wake of their improbability drives) that are spotted stalking said entertainers beforehand and lingering on afterwards. Though they are kept more for their talents than anything else, a time maestro uses abducted artists as hostages and bargaining chips whenever pushed to the limit.

Making an enemy of one of these chronal manipulators is a terrible mistake as one does not survive time travel without extreme cunning, caution, patience, and perseverance-time maestros never leave home without a clone laying in wait. When engaged directly they are infuriatingly difficult to strike, using Dodge as a bonus action each turn and relying on Parallel Movement to avoid attacks. Their first objective in battle is to feeblemind the smartest opponent, then cast time stop to create and charge a delayed blast fireball, layering themself with protectives and casting other spells that don’t require concentration (freedom of movement, mirror image, aid, and if there’s time, grease) before unleashing the potent arcane explosion.

Section 15: Copyright Notice

Legendary Adventures © 2020 Mike Myler, published under license by Legendary Games.

This is not the complete license attribution - see the full license for this page