Elemental, Time (Common)

Medium elemental, neutral

Armor Class 17 (natural armor)
Hit Points 97 (13d8 + 39)
Speed 50 ft., fly 50 ft. (hover)

STR DEX CON INT WIS CHA
16 (+3) 20 (+5) 16 (+3) 14 (+2) 14 (+2) 11 (+0)

Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons
Damage Immunities poison, psychic
Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
Senses darkvision 60 ft., passive Perception 12
Languages telepathy 120 ft.
Challenge 7 (2,900 XP)

Special Traits

  • Cell Death. Damage dealt by the elemental can only be healed magically. In addition, a creature that is slain by a time elemental can only be restored to life by a true resurrection or wish spell.
  • Foresight. A time elemental can see a few seconds into the future. This ability prevents it from being surprised.
  • Immunity to Temporal Magic. Time elementals are immune to all time-related spells and effects that are not cast by other time elementals.

Actions

  • Multiattack. The time elemental makes two slam attacks.
  • Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage.
  • Multi-Manifestation (Recharge 5-6). The time elemental summons 1d4 duplicate manifestations of itself from alternate dimensions. Each of these manifestations has the same statistics of the time elemental but can only use melee attacks. Attacks that deal damage to one manifestation deal the same damage to the elemental and the other manifestations. The manifestations can attack on the turn they are summoned, and attack on the time elemental’s initiative. The elemental can have no more than four manifestations under its control at any time. The manifestations disappear at the start of the elemental’s next turn.
  • Time Jaunt. A time elemental can slip through the time stream and appear anywhere on the same plane of existence as if by teleport. This ability transports the time elemental and up to four other creatures of the elemental’s choice that are within a 30 feet of it. Unwilling creatures must succeed on a DC 15 Wisdom saving throw to avoid being carried away.
Section 15: Copyright Notice

Rappan Athuk © 2018, Frog God Games, LLC; Authors Bill Webb, Clark Peterson, Skeeter Green, Tom Knauss, Lance Hawvermale, WDB Kenower, Casey Christofferson, and Greg Raglund; based on the original creation of Bill Webb.