Common Time Elemental

Medium elemental, neutral

Armor Class

17 (natural armor)

Hit Points

97 (13d8 + 39)

Speed

50 ft., fly 50 ft. (hover)

STR

16 (+3)

DEX

20 (+5)

CON

16 (+3)

INT

14 (+2)

WIS

14 (+2)

CHA

11 (+0)

Damage Immunities

poison, psychic

Damage Resistances

bludgeoning, piercing, and slashing damage from nonmagical weapons

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)

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 have the same statistics of the time elemental but can only use melee attacks. Each manifestation can move and attack immediately after it is summoned. Attacks that deal damage to one manifestation deal the same damage to the elemental and the other manifestations. 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 30 feet of it. Unwilling creatures must succeed on a DC 15 Wisdom saving throw to avoid being carried away.

medium
elemental
cr7
tome-of-horrors