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Time Archdragon (Spellcaster)Creature 23


RareGargantuanArcaneDragon
Source Pathfinder Lost Omens Draconic Codex
Perception +38 (greater darkvision, (+42 initiative), detect magic)
Languages Aklo, Common, Diabolic, Draconic, Dwarven, Elven, Empyrean, Fey, Sussuran, Utopian
Skills Lore +46, Acrobatics +36, Arcana +46, Athletics +39, Diplomacy +39, Occultism +40
Str +10, Dex +7, Con +12, Int +9, Wis +7, Cha +6

AC 48; Fort +44; Reflex +37; Will +40;
HP 570
Speed 60 feet (fly 200 feet)
Immunities cold, paralyzed, sleep, slowed

Jaws One Action +43 (+38, +33) to hit (magical, reach 20) 4d10+20 Piercing
Claw One Action +43 (+39, +35) to hit (agile, magical, reach 15) 4d8+20 Slashing
Tail One Action +41 (+36, +31) to hit (magical, reach 25) 4d12+20 Bludgeoning

+4 to InitiativeTime Portal (arcane, concentrate)

Frequency once per century


Effect Over the course of 10 minutes, the time archdragon opens a portal to any point in time and travels through, taking up to 10 creatures along. The portal remains active for 1 week, connecting the two time periods, though only the time archdragon and creatures traveling with them can see or pass through it.

Chronowarp Aura (arcane, aura)

30 feet. Time shifts strangely in the presence of a time archdragon. Each creature starting their turn in the aura must attempt a DC 43 fortitude save.

Success The creature is unaffected and temporarily immune for 24 hours.

Failure The creature's age advances to elderly or regresses to youth (determined randomly) for 1 round. If elderly, the creature is Enfeebled 2; if a youth, the creature is Clumsy 2.

Critical Failure As failure, but Enfeebled 3 or Clumsy 3.

Decelerating Dodge Reaction (arcane)

Trigger The dragon is targeted with a ranged Strike or spell attack


Effect The dragon slows time to evade, gaining concealment against the triggering attack.

Immortal

Time dragons age, but don't die from old age.

Starflight (arcane)

A time dragon can survive in outer space and fly at incredible speed, taking 3d20 hours to reach a destination within the same solar system or 3d20 days for destinations beyond. They can carry up to six passengers of at least one size category smaller than themself, protecting them from the void of space.

Second Chance Free Action (arcane, concentrate, fortune)

Frequency once per round

Trigger A creature within 60 feet (including the time dragon) fails a saving throw or skill check


Effect The target rerolls the check, but must use the second result. The target is then temporarily immune to Second Chance for 24 hours.

Temporal Eddies Two Actions (arcane, illusion)

Frequency once per 10 minutes


Effect The dragon Strides or Flies up to their Speed, leaving behind afterimages of their past and future selves in each space they move through. Until the end of the dragon's next turn, they can use any of these spaces as the origin of their Strikes, spells, and other abilities. Observers also perceive the dragon in all these spaces simultaneously and must succeed at a DC 15 flat to target the dragon or fail to affect it. A creature can take a concentrate action to attempt to identify the dragon's true location with a successful DC 46 will save.

Timeshift Breath Two Actions (arcane)

The dragon breathes a blast of temporal energy, warping time in a 80-foot cone. Creatures in the area must attempt a DC 46 will save. The dragon can't use Timeshift Breath again for 1d4 rounds. Critical Success The creature is unaffected.

Success The creature is Slowed 1 for 1 round.

Failure The creature is Slowed 2 for 1 round.

Critical Failure The creature shifts briefly forward in time, vanishing and reappearing at the beginning of the time dragon's next turn in the same location (or an adjacent space if their former location is occupied), unaware that any time has passed. While timeshifted, time pauses for that creature, and it cannot take actions or be affected by anything else.


Arcane Prepared Spells (DC 42, +34 to hit)

Cantrips (10th Level): Daze, Detect Magic, Message, Sigil, Telekinetic Hand
1st Level: Phantasmal Minion, Sure Strike
2nd Level: Blur, Loose Time's Arrow, See the Unseen
3rd Level: Enthrall, Haste, Temporal Twin
4th Level: Flicker, Unfettered Movement, Vision of Death
5th Level: Banishment, Invoke Spirits, Sending
6th Level: Disintegrate, Phantasmal Calamity, Truesight
7th Level: Eclipse Burst, Planar Palace, Retrocognition
8th Level: Disappearance, Hidden Mind
9th Level: Falling Stars, Foresight, Metamorphosis
10th Level: Remake, Revival

Arcane Innate Spells (DC 42, +0 to hit)

Cantrips (10th Level): Daze, Detect Magic (constant), Time Sense
3rd Level: Behold the Weave (2x), Time Pocket
4th Level: Morass of Ages
5th Level: Quicken Time, Stagnate Time
6th Level: Awaken Entropy
7th Level: Interplanar Teleport (at will, Dimension of Time and Universe only)
8th Level: Quandary
9th Level: Bilocation, Foresight
10th Level: Freeze Time


Some time dragons would say time is a deep well, with those who explore it dipping cups into the waters at varying depths. Others might say that time is a shattered mirror, each shard reflecting discrete points that can be viewed simultaneously. None would say time is a firm onward march of linear progress, moving inexorably to a predetermined result. Time is fluid and ever-shifting, and time dragons dedicate themselves to protecting its flow.

Although safeguarding the natural temporal order is a mission all time dragons devote themselves to, they go about it in different ways. Staunch traditionalists oppose any meddling with the timestream whatsoever, even to repair damage caused by prior attempts to influence it, viewing this as doing more harm than good. They believe mortals are too short-sighted to responsibly use time magic and might appear without warning to slay those they believe pose a threat to the timestream. Other time dragons attempt to guide the course of events along the path they believe correct while preventing external tampering, often focusing on particular regions, areas of interest, or even individuals


Traits

Rare

This rarity indicates that a rules element is very difficult to find in the game world. A rare feat, spell, item or the like is available to players only if the GM decides to include it in the game, typically through discovery during play. Creatures with this trait are rare. They typically can't be summoned. The DC of Recall Knowledge checks related to these creatures is increased by 5.

Arcane

This magic comes from the arcane tradition, which is built on logic and rationality. Anything with this trait is magical. A creature with this trait is primarily constituted of or has a strong connection to arcane magic.

Dragon

Dragons are reptilian creatures, often winged or with the power of flight. Most can exhale magical energy and are immune to sleep and paralysis.