b'Time Dragon, Ancient \n'b'  Family:   Dragons  \n'b'  Gargantuan   dragon ,  neutral  \n'b'  Armor Class  19 (natural armor)  Hit Points  370 (20d20 + 160)  Speed  40 ft., fly 80 ft.\n'b' STATS STR: 29 (+9) DEX:  10 (+0)  CON:  26 (+8)  INT:  24 (+7)  WIS:  19 (+4)  CHA:  22 (+6)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Skills   History  +19,  Perception  +16  Saving Throws   Dex  +6,  Con  +14,  Wis  +10,  Cha  +12  Damage Immunities  lightning  Senses  blindsight 60 ft.,  darkvision  120 ft., passive  Perception  26  Languages  Common, Draconic, Elven  Challenge  20 (25,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b'  Immortal . The dragon ages, but it cannot die from old age. \n'b'  Intergalactic . In outer space, the dragon can survive in the void and fly at incredible speed. Travel times vary, but a trip within a single solar system should take 3d20 hours, and a trip beyond should take 3d20 days or more if the dragon knows the way to its destination. The dragon can carry one rider of one  size  category smaller than itself, four passengers two sizes smaller, eight passengers three sizes smaller, or 16 passengers four or more sizes smaller. Passengers are protected from the void of outer space. \n'b'  Read the Threads . The dragon has advantage on  initiative  rolls. Additionally, if the dragon is surprised at the beginning of combat and isn\xe2\x80\x99t  incapacitated , it can act normally on its first turn. \n'b'  Share Memory . One creature of the dragon\xe2\x80\x99s choice that it can see and is within 30 feet of the dragon must succeed on a DC 21  Intelligence  saving throw or be mentally linked for 1 minute. While linked, the dragon may show the creature one of its own memories, one of the creature\xe2\x80\x99s memories, or view one of the creature\xe2\x80\x99s memories. A creature can repeat the saving throw at the end of each of its turns, severing the link on a success. If a creature\xe2\x80\x99s saving throw is successful, the creature is immune to the dragon\xe2\x80\x99s Share Memory ability for the next 24 hours. \n'b'\n'b' ACTIONS \n'b'\n'b'  Multiattack . The dragon can use its Alien Presence. It then makes three attacks: one with its bite and two with its claws. \n'b'  Bite .  Melee Weapon Attack : +15 reach 15 ft., one target.  Hit : 20 (2d10 + 9) piercing damage and 10 (3d6) lightning damage. \n'b'  Claw .  Melee Weapon Attack : +15, reach 10 ft., one target.  Hit : 16 (2d6 + 9) slashing damage. \n'b'  Tail .  Melee Weapon Attack : +15, reach 20 ft., one target.  Hit : 18 (2d8 + 9) bludgeoning damage. \n'b'  Alien Presence . As an adult time dragon, with a DC of 20. \n'b'  Breath Weapons (Recharge 5\xe2\x80\x936) . An ancient time dragon can choose to use its breath in two different ways. \n'b'  Lightning Breath . The time dragon exhales lightning in a 90-foot cone. Each creature in that area must succeed on a DC 22  Dexterity  saving throw, taking 77 (22d6) lightning damage on a failed save, or half as much damage on a successful one \n'b'  Shifting Breath . The time dragon\xe2\x80\x99s breath shudders creatures through time in a 90-foot cone. Each creature in that area must succeed on a DC 20  Charisma  saving throw. On a failed save, the creature is shifted five rounds forward in time. Affected creatures disappear from their space, are  incapacitated , can\xe2\x80\x99t move or speak, cease aging, and are unaware of their surroundings. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save. When the effect ends for an affected creature, it reappears in the nearest unoccupied space from which it disappeared, and the creature perceives as if no time as passed. \n'b'\n'b' REACTIONS \n'b'\n'b'  Second Chance (3/Day) . The dragon can force a creature that it can perceive to reroll a d20 roll. \n'b'\n'b' LEGENDARY ACTIONS \n'b' The dragon can take 3 legendary actions, choosing from the same legendary action options as an adult time dragon, regaining spent legendary actions at the start of its turn. \n'b' LAIR ACTIONS \n'b' On initiative count 20 (losing initiative ties), a time dragon takes a lair action to cause one of the following effects; the dragon can\xe2\x80\x99t use the same effect two rounds in a row: \n'b'\n'b' A single creature that the dragon can see within 120 feet of it begins to age rapidly. The creature must succeed on a DC 13  Constitution  saving throw, suffering disadvantage on all  attack  rolls, ability checks, and saving throws until the end of its next turn. \n'b' A temporal well manifests centered at a point the dragon can see within 120 feet of it, creating a 20-foot-radius sphere of reversing time. Each creature in the sphere\xe2\x80\x99s area must succeed a DC 13  Charisma  saving throw or be transported to the space it occupied at the beginning of its previous turn. \n'b' Time briefly shatters and reassembles itself in a 60-foot radius around the dragon. Each creature in this area must succeed on a DC 13  Charisma  saving throw. On a failed save, a creature takes 14 (2d6) psychic damage and is transported to a space of the GM\xe2\x80\x99s choice within the area. On a successful save, the creature takes half as much damage and isn\xe2\x80\x99t transported. \n'b'\n'b' REGIONAL EFFECTS \n'b' The region containing an ancient time dragon\xe2\x80\x99s lair is warped by the dragon\xe2\x80\x99s nature, which creates one or more of the following effects: \n'b'\n'b' Clocks and other timekeeping devices automatically attune themselves approximately to the dragon\xe2\x80\x99s sense of time. This can manifest as anything from relatively stable readings to dials spinning wildly. \n'b' Weather patterns within 1 mile of the lair are unnaturally slow and occasionally even grind to a halt for weeks at a time. Very rarely, the weather will act in reverse. \n'b' Writing found within 6 miles of the dragon\xe2\x80\x99s lair will sometimes refer to historical events that either never transpired or that have yet to happen. \n'b'\n'b' If the dragon dies, these effects fade over the course of 1d10 days. \n'b' ABOUT \n'b' From hatchlings to the eldest of wyrms, a time dragon\xe2\x80\x99s cracked scales creak with frightening, patient power. Some of its horns are ancient and brittle, others new and pristine, and some shifting from moment to moment. Guardians of history and wardens of the future, time dragons are the most powerful of all outer dragons. Watchers and waiters, they guard the universe against those that would interfere with the natural temporal order.'