b'Eonic Drifter \n'b'  Medium   humanoid  ( human ),  chaotic neutral  \n'b'  Armor Class  13 (leather armor)  Hit Points  65 (10d8 + 20)  Speed  30 ft.\n'b' STATS STR: 9 (-1) DEX:  14 (+2)  CON:  14 (+2)  INT:  18 (+4)  WIS:  11 (+0)  CHA:  13 (+1)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Skills   Arcana  +6,  History  +6  Senses  passive  Perception  10  Languages  Common, Eonic, Giant, Sylvan  Challenge  1 (200 XP)  Proficiency Bonus  +2 \n'b' ACTIONS \n'b'\n'b'  Time-Warping Staff .  Melee Weapon Attack : +4 to hit, reach 5 ft., one target.  Hit : 5 (1d6 + 2) bludgeoning damage plus 3 (1d6) force damage. \n'b'  Drift Forward (Recharge 5\xe2\x80\x936) . The drifter chooses one creature it can see within 5 feet of its future self. The target must make a DC 13  Wisdom  saving throw. On a failure, the target takes 7 (2d6) psychic damage and is pulled forward in time. On a success, the target takes half the damage and isn\xe2\x80\x99t pulled forward in time. A target pulled forward in time disappears, along with the drifter\xe2\x80\x99s future self, as the future self pulls the target with it. At the end of the drifter\xe2\x80\x99s next turn, the target and the drifter\xe2\x80\x99s future self reappear in the spaces they previously occupied, or the nearest unoccupied spaces. When the target reappears, it has disadvantage on  attack  rolls until the end of its next turn as it recovers from the disorienting experience. \n'b'\n'b' BONUS ACTIONS \n'b'\n'b'  Call to the Future (1/Day) . The eonic drifter calls to a future version of itself, which appears in an unoccupied space the drifter can see within 30 feet of it. The drifter\xe2\x80\x99s future self acts on the drifter\xe2\x80\x99s turn, and each turn it makes one Time-Warping Staff  attack  against a creature of the drifter\xe2\x80\x99s choice or uses the  Help  action to  aid  the drifter. The future self can be attacked and destroyed (AC 13;  hp  30;  resistance  to bludgeoning, piercing, and slashing damage; immunity to poison and psychic damage), otherwise it remains until the drifter dismisses it as a bonus action or the drifter finishes a long rest. If the drifter\xe2\x80\x99s future self is destroyed, the drifter must succeed on a DC 13  Wisdom  saving throw or be  stunned  until the end of its next turn. \n'b'\n'b' ABOUT \n'b' The air crackles and lights flicker in the ruins. In a whirl of colorful robes, a gaunt human materializes from the maelstroms of time. His eyes scan the hall in panic, witnessing an event only he can see. \n'b'  Adrift in Time . Not much is known about the time-traveling eonic drifters other than that they were humans who left a dying civilization to look for help not available in their own age. To their misfortune, returning to their own time proved much more difficult than leaving it, and the eonic drifters found themselves adrift in the river of time. \n'b' As the decades passed, their chance of returning home withered, along with much of their vitality. They have become gaunt and semi-mummified by the passing of ages. \n'b'  Crystal Belts . A drifter carries an odd assembly of gear gathered in countless centuries. It barters with these goods when necessary. The more eclectic the collection, the more jumps it has performed on its odyssey. Belts of crystals around its body store the energy that fuels a drifter\xe2\x80\x99s travels. After each large jump through time, the reservoirs are exhausted for awhile, allowing only short jumps. \n'b'  Jittery and Paranoid . Visiting countless eras in which mankind has all but forgotten their once-great civilization has robbed most eonic drifters of their hope.\xc2\xa0Their greatest fear is being robbed of their crystal belts, which are their only remaining links to the people they once were. They plead or fight to the death for the belts. \n'b'  Ruins Dwellers . Drifters can appear at any time or place, but they often frequent the sites of their people\xe2\x80\x99s past (or future) cities. There they are comforted by knowing that they\xe2\x80\x99re at least in the right place, if not the right time.'