The Time Golem
In ages past, the shrouded sages of Latvidia devised a ritual to construct golems of solidified time. Performing the arcane rites proved beyond their skill, however, and their first attempt brought ruination to their order, shattering the timeline within their citadel. The only being unaffected by their transgression was the golem itself.
The golem is formed of a sheath of magical force, within which time ceases to flow. Otherwise almost invisible, those nearby might see the dusty air hang still in the vague shape of a humanoid, or sense an uncharacteristic silence eminating from one location.
With the ability to travel several moments into the past and future, victory for the golem is almost inevitable. Only by piercing the magical sheath comprising its form can this ability be surpressed.
art: Egg#11 -Hatched by malikaa
Time Golem
Large construct, unaligned
- Armor Class 21 (natural armor)
- Hit Points 240 (24d10 + 120)
- Speed 30ft, fly 30ft. (hover)
STR DEX CON INT WIS CHA 25 (+7) 12 (+1) 20 (+5) 16 (+3) 11 (+0) 10 (0)
- Damage Vulnerabilities Force
- Damage Immunities acid, poison, bludgeoning, piercing, and slashing from nonmagical attacks
- Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
- Senses truesight 120ft, passive Perception 10
- Languages understands the languages of its creator but can't speak
- Challenge 21 (30,000 XP)
Legendary Resistance (3/Day). If the golem fails a saving throw, it can choose to succeed instead.
Immutable Form. The golem is immune to any spell or effect that would alter its form.
Living Abstraction. The golem can move through objects, as well as creatures affected by its Temporal Deadlock ability. Objects entered this way are frozen in time, becoming locked in place and immune to all damage and effects.
Magic Resistance. The golem has advantage on saving throws against spells and other magical effects.
Magic Weapons. The golem's weapons attacks are magical.
Actions
Multiattack. The Golem makes two attacks, each of which can be a Temporal Deadlock or Touch of Eons.
Temporal Deadlock Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 51 (8d10 + 7) force damage, and the target is grappled (escape DC 20). While grappled, the target is frozen in time, becoming incapacitated and immune to all damage and effects.
Touch of Eons. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 51 (8d10 + 7) necrotic damage. The target's age either increases or decreases (golem's choice) by an amount equal to half the damage dealt.
Legendary Actions
The golem can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The golem regains spent legendary actions at the start of its turn.
Chronobind. A creature the golem can see within 120ft of it must make a DC 20 Wisdom saving throw or suffer the effects of the Slow spell.
Attack (2 actions). The golem makes a Temporal Deadlock or Touch of Eons attack.
Shift the Timeline (3 actions). Chose one:
- • The golem returns to the location and state it was in at the end of its last turn. Any damage, conditions, or other effects in incurred in the intervening time are reversed.
- • The golem disappears as it travels forwards in time until the beginning of its next turn.
- This action can't be performed if the golem took force damage since its last turn.