Royal Time Elemental
Large elemental, neutral
Armor Class
20 (natural armor)
Hit Points
380 (40d10 + 160)
Speed
50 ft., fly 50 ft. (hover)
STR
18 (+4)
DEX
20 (+5)
CON
18 (+4)
INT
21 (+5)
WIS
21 (+5)
CHA
20 (+5)
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 21
Saving Throws
Con +10, Wis +11, Cha +11
Skills
Insight +11, Perception +11, Stealth +11
Languages
telepathy 120 ft.
Challenge
17 (18,000 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: +11 to hit, reach 5 ft., one target. Hit: 23 (4d8 + 5) bludgeoning damage.
Alter Age (1/day). The elemental can attempt to age a target creature within 5 feet of it. The target must make a DC 17 Constitution saving throw or be aged 1d4 x 10 years. The aging effect can be reversed with a greater restoration spell, but only within 24 hours of it occurring.
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.
Temporal Displacement (1/day). The time elemental can remove a target creature from the current timeline. The target must succeed on a DC 18 Constitution saving throw, or disappear in a flash of white energy. For a number of minutes equal to the time elemental’s Wisdom modifier, it is as if the displaced creature never existed. The creature is completely undetectable while in this state.
A displaced creature can use its action to attempt to end the displacement. When it does so, it makes a DC 18 Intelligence check. If it succeeds, it escapes, and the effect ends.
When the effect ends, the creature reappears in the same space it was in before being displaced. If the space is occupied when the creature returns, it appears in the nearest open space and takes no damage.
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.