SS | Timeless Nightmare

18 str (+4), 12 dex (+1), 24 con (+7), 16 int (+3), 20 wis (+5), 20 cha (+5)

 

Construct, Demonkin, Undead, Golem

Saves - CON +12, CHA +10

Immune to fear, immune to Slow, immune to Haste, immune to immobilization, ignores difficult terrain.

30ft movement, 20ft shadowstep

 

Big Hand - At the beginning of the Timeless Nightmare's turns, roll a 1d12. This hand represents the unit's current relationship to time. For every step closer to 12, it gains 1 AC. For every step closer to 1, it gains 1 Spell Damage Reduction. On a 12, the unit can teleport any distance and has Advantage on all Attacks and imposes Disadvantage on all Saves.

 

Little Hand - At the beginning of the Timeless Nightmare's Turns, roll 3d20. This is the Damage Bonus the next Scythe attack now has.

 

Timeless Nightmare  - At the start of combat and every Third Round, the Timeless Nightmare imposes a DC 20 INT save on all units, including Nightmares, within 300ft. Units whom fail the save become Vulnerable To Time and can be attacked by the Nightmare until the end of their next turn and make attacks and checks on the Nightmare with Disadvantage. Additional effects are based on how much they fail.

 

1-10 - Unit has Slow until end of next turn.

11-15 unit is uneffected.

16-19 - unit has Haste until end of next turn.

 

If no unit can be attacked, the Timless Nightmare retreats.

 

Henceforth, the Timeless Nightmare alternatives between phases.

1 - Attack Phase

2 - Debuff/Buff/CC Phase

3 - Attack Phase

4 - Etc..

 

Attacks -

 

Timeless Sickle - +9 to hit, 6d4+4+SMALLHAND, x2