You are on page 1of 2

4/13/2019 The Homebrewery - NaturalCrit

https://homebrewery.naturalcrit.com/print/HyBjKhhsKE?dialog=true 1/2
4/13/2019 The Homebrewery - NaturalCrit

Phane

T
he phane is a tormented being lost to the Regional Effects
thinnest, most remote and alien regions of The phane warps time and space for miles around when it
time imaginable. They are thought to be the arrives in the present era, creating one or more of the
ghosts of mortals who were lost to the dangers following magical effects:
of chronomancy, time travel, or something
similar. Any time stop spell cast within 1 mile of the phane's
Phanes tend to remain deep in the furthest reaches of the arrival point also includes the phane as a target.
past or the future, rarely escaping their temporal isolation to For every 24 hours a beast or humanoid spends within 6
return to the present era. When a phane manages to do so, miles of the phane's arrival point must succeed on a DC
however, they invariably sow chaos and destruction 10 Constitution saving throw or be magically aged 1d4
everywhere they go, leeching the very essense of existence years.
from those they assault. The foresight spell does not function within 6 miles of the
No two phanes look the same, but all are incorporeal and phane's arrival point.
shadowy beasts of strikingly alien build. Some resemble If the phane is slain, the time stop effect ends immediately.
strange centaur-like beings made of oily black smoke, while The aging and foresight efects remain until a wish spell is
others bear resemblance to nothing known amid the planes. used to remove them.

Phane Regeneration. The phane regains 20 hit points at the


start of its turn if it has at least 1 hit point. If the phane
Large aberration, chaotic evil
takes damage from a weapon forged in the future or an
Armor Class 16 alternate timeline, this trait doesn’t function at the start
Hit Points 418 (31d10 + 248) of the phane’s next turn. The phane dies only if it starts
Speed 40 ft. its turn with 0 hit points and doesn’t regenerate.
Stasis Field. Creatures who start their turn within 30
STR DEX CON INT WIS CHA feet of the phane must make a DC 22 Wisdom saving
throw. On a successful save, the creature suffers the
1 (-5) 22 (+6) 26 (+8) 18 (+4) 16 (+3) 23 (+6) effects of a slow spell until the beginning of its next
turn. If the save fails, the creature is frozen in time,
Saving Throws Dex +14, Wis +11, Cha +14 incapacitated until the beginning of its next turn.
Skills Perception +11, Stealth +22
Damage Resistances bludgeoning, piercing, and Actions
slashing that is nonmagical
Multiattack. The phane makes two stasis touch attacks.
Damage Immunities cold, poison
Condition Immunities charmed, exhaustion, frightened, Stasis Touch. Melee Weapon Attack. +14 to hit, reach 5
grappled, paralyzed, petrified, poisoned ft., one creature. Hit: 20 (4d6+6) slashing damage and
Senses truesight 120 ft., passive Perception 21 the target must succeed on a DC 22 Wisdom saving
Languages Primordial throw. A creature that fails its save against this ability is
Challenge 25 (75,000 XP) stunned, and can repeat the saving throw at the end of
each of its turns, ending the effect on a success.
Incorporeal Movement. The phane can move through
other creatures and objects as if they were difficult Reactions
terrain. It takes 5 (1d10) force damage if it ends its
turn inside an object. Warp Time. If the phane is reduced to 0 hit points, it
can wrench time backward for a brief moment and be
Innate Spellcasting. The phane’s spellcasting ability is reduced to 1 hit point instead.
Charisma (spell save DC 22, +14 to hit with spell
attacks). The phane can innately cast the following Legendary Actions
spells, requiring no material components:
  At will: dimension door, ray of frost (17th level) The phane can take 3 legendary actions, choosing from
  3/day each: haste, improved invisibility the options below. Only one legendary action can be
  1/day each: teleport, time stop used at a time and only at the end of another creature's
turn. The phane regains spent legendary actions at the
Legendary Resistance (3/day). When the phane fails a start of its turn.
saving throw, it can choose to succeed instead.
Borrowed Time. The phane makes a Stasis Touch attack,
Magic Resistance. The phane has advantage on saving casts the ray of frost cantrip, or uses the Dash,
throws against spells and other magical effects. Disengage, or Dodge action after a creature stunned by
Magic Weapons. The phane’s weapon attacks are its stasis touch ability fails its saving throw to end the
magical. effect at the end of its turn, and that creature
immediately ages 1d6 years.

PHANE
2 https://homebrewery.naturalcrit.com/print/HyBjKhhsKE?dialog=true 2/2

You might also like