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WRITTEN BY
Ady Veisz Draghia, Ryan Servis
PRODUCED BY
2CGaming
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AUTHORS
Ady Veisz Draghia, Ryan Servis
EDITOR
Misty Bourne
ARTISTS
Juan Arrabal, Ambrose Hoilman, Jason Strutz, BNE Design
OPEN GAME LICENSE Version 1.0a The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000
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Tha-nalkareT
The Eldersphinx
“To briefly summarize the accomplishments of this perplexing age: it was good while it lasted.”
Description Tha-Nalkaret in
Your Campaign
The majestic figure of Tha-Nalkaret looms large over those who
stand before it. Its body is that of a fearsome winged lion with When Tha-Nalkaret reached its terrible epiphany about the end
a face not unlike a humanoid’s, but it bears an expression that of all things, it decided that it could no longer sit idly by and
displays the eternal creature’s true nature. Those who gaze into accept the inevitable, seeking to fundamentally alter the prede-
its eyes find the cold blue orbs staring not at them, but through termined waters of the River of Time. At first it used its ability
them. The Eldersphinx sees not only what they are, but who to go to those timelines that were facing mundane calamities
they were and what they might become. The soft rustle of a and offer them partial salvation, the opportunity to escape their
nonexistent wind can be heard when Tha-Nalkaret speaks, the doomed civilization and serve the greater good of the universe.
sound of its voice echoing in the minds of those who hear it. Its Even though few fully comprehended the extent of what the
smell is reminiscent of ancient parchment carrying the weight Eldersphinx portended, they saw the devastation in their home-
of the ages. lands and chose service before destruction. Those who joined
discovered their lives greatly lengthened by their stay in its lair
and immortalized their cultures in the records and exhibits of
the Eternal Repository. After amassing a sizable following who
PROFILE
Personality: Domineering other sphinxes to oversee the new realm that the gods had
wrought. While the others were tasked with shepherding
Ideals: Tha-Nalkaret has witnessed countless permutations the mortal races, teaching logic and passing wisdom to
of the world, innumerable civilizations both old and young, the humanoids of the realm, Tha-Nalkaret was given a
and has seen them fall away to the unceasing march of time. mission in solitude. It was given the title Eldersphinx, and
As such, it sees no value in the fates of individuals, instead it was responsible for overseeing the world through its
focusing on existence as a whole. It does what it sees as development, ensuring that any threat to the whole would
necessary to persevere, and it acts as it sees fit to postpone be known before it transpired. At first there was only one
the inevitable entropy of all things. timeline to oversee, but as time proceeded it branched
into uncountable iterations, and Tha-Nalkaret saw them
Bonds: As a sphinx, Tha-Nalkaret highly values its abode, all from its perch outside time. Eventually, turmoil struck
the Eternal Repository. Within its halls and chambers lie the realms, and the divine beings that created the sphinxes
thousands of both magical and nonmagical relics from vanished or were destroyed, replaced by new gods that knew
across the timelines and ages of the world. Should anyone not of the Eldersphinx or its purpose. It was left to watch
gain entrance into the sphinx’s home without permission as the other sphinxes grew ever more distant in their own
and sabotage this great collection, its wrath would be assignments. It knew the importance of its vigil, but it grew
devastating. more restless as it became aware of an encroaching presence.
Tha-Nalkaret learned of entropy, a force that seeks to grind
Flaws: The mind of the Eldersphinx is so different than all timelines to nothingness, the infinite division of which
that of mortals that it often fails to understand their accelerates the end. Distraught at this discovery and left
insignificant concerns. This makes it strapped for allies and without masters to guide it, the Eldersphinx decided it was
in no short supply of enemies. Tha-Nalkaret is willing to time for intervention, and it began to step into timelines to
damn an entire people to destruction if it will prolong the direct their advancement and preserve their legacy. Through
lifespan of the universe, creating enemies of any who survive its study of the ages, Tha-Nalkaret had seen patterns,
its condemnation. learned of the things that accelerate the coming of the
endless dark, and sought to stop them from coming to pass,
Legend: The tale of Tha-Nalkaret begins at a time outside even if in so doing it damned the very mortals its kind were
time, when it was formed by divine will alongside twelve meant to shepherd.
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could act out its will, Tha-Nalkaret proceeded to tend to the fac- Regardless of how you choose to implement Tha-Nalkaret, the
tors it saw as critical to the continued existence of the universe. motivations behind its actions remain unknown to all but its de-
Using its divinely bestowed tools, it plotted a course through voted servants, and no one but itself understands its reasons for
times and places, bringing its abode to secluded wastelands and specific interventions.
dispatching its followers to alter the course of events. A campaign involving Tha-Nalkaret places the characters against
Due to the role and location of the Eldersphinx, its involve- a truly inscrutable mind in service of a cause that only truly seems
ment in world history can range from knowledge no scholar has justifiable to the Eldersphinx itself, an alien foe whose concerns
ever recorded to a well-known aspect of a religion or culture. are far beyond mortal needs. If the party meddles with the
Eldersphinx’s plans, it will have to face them. Sooner or later, they
will become the center of its attention, for adventurers of great
Author’s Note: potential send ripples through time with every action they take.
Time and the Meta Narrative
INTRODUCTION
Time travel is a classic trope in science fiction stories
and other media, but it is rightfully regarded as a bit of a Involving Tha-Nalkaret in the events unfolding around the char-
headache to manage. The power to alter time has wide- acters means a sudden and unpredictable force of change led
ranging implications, and there are many theories as to how by a mysterious cult. This could manifest in a variety of ways,
such a thing could work. How you choose to implement and not all of them are negative. If you wish to bury the lead
this power will determine the flow of your game. For
on the eventual antagonist role the Eldersphinx will serve, this
those needing some help figuring out the mind of Tha-
event can be the adventurers being rescued from a losing battle
Nalkaret the Eldersphinx, here are some points to consider.
by unknown, hooded saviors who could serve as a point of con-
The Eldersphinx’s actions often seem arbitrary to lesser
tact. Other more neutral interactions could also work well, such
minds, since its decision making is based on a non-linear
as the servants of the Eldersphinx, the timekeepers, resolving a
perception of time. When considering how you want the
quest given to the characters before they can do it themselves.
Eldersphinx to influence a campaign, don’t worry about
Either method raises the players’ awareness of this new force and
plotting out every story beat and brilliant maneuver. Instead,
may inspire them to inquire about its leader. The timekeepers are
retroactively attribute the events of the campaign to the
unwilling to explain their actions or their motives, speaking in
sphinx, particularly those that could easily be explained by
the ability to see alternate timelines, futures, or even into the
unclear figurative language which most find tiring, but few can
past. Even time travel is possible through the power of the
argue with the seemingly beneficial results.
Eldersphinx. Generally speaking, you should limit the time
influencing aspect of this monster to one or two expressions: CONFLICT
time travel, parallel timelines, predicting the future, or
visions of the past. This is for your sake as much as it is for The characters continue adventuring in the world, dealing with
your players, as keeping track of what the Eldersphinx can problems as they come about and perhaps facing an entirely un-
and cannot do can quickly become overwhelming if the full related antagonist, until one day the plans of Tha-Nalkaret clash
possibilities of each aspect are explored. with the players’ intentions. This could manifest in a variety of
ways. Perhaps the Eldersphinx is intent on securing an object
- Ady Veisz Draghia the party is also seeking, is attempting to prevent an event from
coming to pass that the characters are working toward, or plans
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Eternal Repository, creatures within age only 1 year. of the flow of time just outside the Repository. At the core of
The rate at which creatures need to eat, drink, and sleep this massive construction lies the Solar, a chamber within which
are equally slowed, allowing a creature to persist much the Eldersphinx keeps his most guarded treasures, the objects
longer without suffering harmful effects. that he uses to divine the increase and decrease of entropy and
with which he plans his actions with great care. The building
Tha-Nalkaret is aware of any attempt to influence time
y itself was forged from an ancient stone that bears resemblance to
within the affected area, including its source and the white marble, but its durability far exceeds any material mortals
nature of the effect (such as from magical effort, a magic could obtain.
item, or a class feature).
Lair Actions
The affected area is a temporal domain (see the
y On initiative count 20 (losing initiative ties), Tha-Nalkaret can
“Temporal Domain” sidebar). take a lair action to cause one of the following effects. If Tha-
Nalkaret is using its mythic statistics, it can instead choose to
If Tha-Nalkaret is destroyed, these regional effects immediately take a mythic action or lair action, but not both. Tha-Nalkaret
end and only return if another creature dons the Tiara of the can’t use the same effect two rounds in a row.
Endless. When no creature is attuned to the Tiara, the Eternal
Repository completely falls apart within 1 week, and creatures Tha-Nalkaret gains a second turn this round, which
y
within appear on random planes at random points in time within occurs at its initiative count minus 10 (minimum of 1).
the multiverse.
Tha-Nalkaret speeds up the flow of time around a
y
Tha-Nalkaret’s Lair creature it can see within the lair. A creature of its
Tha-Nalkaret’s lair is a temple located within a strange demi- choice within the lair must either forfeit its next
plane known as the Eternal Repository, the stability of which turn as it is thrust forward in time or take 70 (20d6)
is maintained by the Eldersphinx’s innate divinity and focused psychic damage (target’s choice).
through the relic it was granted, the Tiara of the Endless. This
Repository is located in a stable eddy within the River of Time, Tha-Nalkaret calls upon the knowledge of the
y
a place from which time itself can be observed and traversed Repository to query a creature with a riddle of
with greater ease. Only the Eldersphinx’s servants, the timekeep- staggering complexity. The creature must immediately
ers, are allowed to reside for long and freely travel within the attempt a DC 20 Intelligence ability check to solve the
Eternal Repository. Tha-Nalkaret’s lair is a wondrous museum riddle. On a failure, the affected creature cannot cast
containing written records of events from many permutations of spells and takes 14 (4d6) psychic damage at the end
the world, recording what has been and what could be, as well of each of its turns. On each of its turns, an affected
as countless objects of significance to the history of the realm. creature may attempt another DC 20 Intelligence check
Cosmic winds can be heard by those with a keen ear, the sounds (no action required), solving the riddle on a success.
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Riddle of the Sphinx. The party comes into conflict with Tha-
Nalkaret over an item of shared interest. A mage allied with the
characters informs them that appealing to the Eldersphinx’s love
of riddles may help them acquire the object of their desire. Tha-
Nalkaret agrees to part with the object if the party can come up
with a riddle that it cannot solve. Devising such a riddle would
involve much research and preparation as well as conversations
with scholars whom the Eldersphinx has not met.
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Tha-nalkaret
Huge monstrosity, lawful neutral
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Mythic Tha-nalkaret
Huge mythic monstrosity, lawful neutral
Armor Class 23 (natural armor) Claw. Melee Weapon Attack: +20 to hit, reach 10 ft., one target.
Hit Points 2,185 (141d12+ 1,269) Hit: 32 (4d10 + 10) slashing damage.
Speed 40 ft., fly 80 ft.
Gaze of Ruin. Tha-Nalkaret afflicts a creature it can see within
STR DEX CON INT WIS CHA 300 feet of it with its magical gaze. The target must succeed
30 (+10) 10 (+0) 28 (+9) 24 (+7) 32 (+11) 27 (+8) on a DC 29 Charisma saving throw or have its hit point
maximum reduced to 50. This reduction lasts until an affected
Saving Throws Dex +10, Con +19, Int +17, Wis +21, Cha +18
creature finishes a short or long rest. A creature can choose to
Skills Arcana +17, History +27, Insight +25, Perception +25,
automatically succeed on this saving throw by instead magically
Religion +27
aging 10d10 years.
Damage Immunities psychic; bludgeoning, piercing,
and slashing from nonmagical attacks Temporal Roar (Recharge 5–6). Tha-Nalkaret emits a roar
Condition Immunities charmed, frightened that echoes across time and can be heard up to 10 miles
Senses truesight 120 ft., passive Perception 35 away. Each creature within 300 feet of Tha-Nalkaret must
Languages Common, Sphinx succeed on a DC 29 Constitution saving throw or take 70
Challenge Mythic 5 (20d6) thunder damage. A creature that fails this saving throw
experiences the effects of the roar again at the end of each of
TRAITS its turns, forcing it to repeat the saving throw. This effect ends
when a creature successfully succeeds on the Constitution
Mythic Resistance. If Tha-Nalkaret fails a saving throw, it can saving throw.
expend an unexpended legendary action to succeed instead.
River of Time. Tha-Nalkaret taps directly into the plane known MYTHIC ACTIONS
as the River of Time, which exerts its influence in a 60-foot-
On initiative count 20 (losing initiative ties), Tha-Nalkaret takes
radius sphere centered on Tha-Nalkaret. At the start of each of
a mythic action to cause one of the following effects. Tha-
its turns, Tha-Nalkaret decides what effect occurs within the
Nalkaret can’t use the same effect twice in a row.
affected area, chosen from the following options.
Borrowed Time. Tha-Nalkaret gains 200 temporary hit points,
• Echo. When a creature enters the affected area for the
which last until the next initiative count of 20.
first time on a turn or starts its turn there, a temporal
echo of Tha-Nalkaret from another timeline appears in Dust to Dust (5/Day). Tha-Nalkaret chooses a creature or
an unoccupied space within the affected area and makes a object it can see within 300 feet of it and subjects it to the
single Claw attack against the creature (no action required). ravages of time. Until the next initiative count of 20, if the
• Forward. When a creature in the affected area starts target would be reduced to 1 hit point or fewer, it instantly ages
its turn, Tha-Nalkaret can force it to attempt a DC 29 100,000 years. If a creature would be immune to the effects of
Charisma saving throw, being thrown forward in time and aging, it instead gains three levels of exhaustion. If Tha-Nalkaret
vanishing on a failure. At the start of the creature’s next uses this option again, it may target an additional creature or
turn, it reappears in the nearest unoccupied space to where object it can see within range, up to a maximum of five targets.
it vanished. This benefit lasts for 1 minute.
• Freeze. When a creature enters the area for the first time
on a turn or starts its turn there, Tha-Nalkaret can force LEGENDARY ACTIONS
it to attempt a DC 29 Wisdom saving throw, becoming Tha-Nalkaret can take 3 legendary actions, choosing from the
frozen in time and paralyzed on a failure. The creature options below. Only one legendary action option can be used at a
remains paralyzed until it is no longer in the affected area time and only at the end of another creature’s turn. Tha-Nalkaret
or until it takes damage, whichever comes first. regains spent legendary actions at the start of its turn.
• Reverse. At the end of each of its turns, Tha-Nalkaret Attack. Tha-Nalkaret makes one Claw attack.
reverses time to end one effect within the affected area with
a duration greater than instantaneous. Time Hop. Tha-Nalkaret hops forward in time and vanishes. At
the start of its next turn, it magically appears in an unoccupied
Timeless. Tha-Nalkaret does not age naturally, nor can it be space of its choice within 90 feet from where it vanished.
magically aged. Additionally, it is immune to spells and magical
effects that control or manipulate time. Gaze of Ruin (Costs 2 Actions). Tha-Nalkaret uses its Gaze of
Ruin action.
ACTIONS Temporal Repercussions (Costs 3 Actions). Tha-Nalkaret
targets a single creature it can see with a temporal curse. The
Multiattack. Tha-Nalkaret makes two Claw attacks, and either target must succeed on a DC 29 Charisma saving throw or suffer
uses his Temporal Roar or makes a Bite attack. the temporal curse. When the cursed creature deals damage to
Bite. Melee Weapon Attack: +20 to hit, reach 5 ft., one target. Tha-Nalkaret, the creature loses a number of hit points equal to
Hit: 75 (10d12 + 10) piercing damage. half the damage it dealt to Tha-Nalkaret (rounded down).
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Resources
Aten’efru the Enlightened. Residing within the plane of chaos
Tha-Nalkaret is the keeper of a vast number of powerful magic is a pyramid monastery which stands in stark contrast to its mad-
items and is the head of an organization dedicated to its ev- dening surroundings. This is the base of Aten’efru, a Mar’theda
ery commandment. Consequently, the Eldersphinx has access to whom Tha-Nalkaret saved from impending doom. Despite no
many valuable and powerful resources. These assets are invariably longer residing within the Eternal Repository, he still considers
put to use in acquiring rare and wondrous creatures from across himself and his disciples followers of the Eldersphinx’s teach-
the multiverse. In addition to these resources, the timekeepers ings, and he uses his mastery of psionics and martial technique
and all those who believe in the Eldersphinx’s cause understand to defeat all but the most powerful foes.
the importance of its survival, so anyone who wishes to remove
Tha-Nalkaret faces more opposition than they may expect. The Timekeepers. Devoted servants of the Eldersphinx, the
timekeepers have seen the cause of the Eldersphinx and com-
ALLIES mitted to the preservation of the entirety of time. This collection
of exiles and castaways have all long since left their former lives
Tha-Nalkaret’s ultimate goal is so far-reaching into the future behind, originating from places that have changed unrecogniz-
that it alienates all but the most idealistic immortals and zeal- ably or ceased to exist. Tha-Nalkaret uses them to carry out its
ous humanoids. Nevertheless, the Eldersphinx has endeavored schemes—they serve as soldiers and spies to gather information
to find allies to help it on its endless crusade, and a few have and carry out the Eldersphinx’s will.
answered the call. When not interacting with the Eldersphinx
directly, the party are most likely to interact with the timekeep-
ers or with Aten’efru, whom Tha-Nalkaret uses to carry out its New Organization:
orders dutifully. Timekeepers of Tha-Nalkaret
Name: Timekeepers of Tha-Nalkaret
Leadership: Authoritarian
Membership: Huge (983 members): humanoids;
clerics, paladins
Alignment: Lawful neutral
Motto: “The preservation of the whole over the survival
of the few.”
Resources: Knowledge, magic (divination), magic items
Creed: The Timekeepers of Tha-Nalkaret are the
devoted servants who have chosen to spend an
extended existence preserving the Eternal Repository
and assisting in the schemes of Tha-Nalkaret. The
organization is comprised of many refugees from
devastated civilizations of the past or timelines that
could have been. Some joined purely through belief
in the cause, others joined to seek greater purpose,
and others still joined to escape their own dying ways
of life. Now they carry out the Eldersphinx’s wishes
without question, knowing that its purpose is to
preserve all that will be, even if it comes at the cost of
some that is now.
REWARDS
If Tha-Nalkaret is defeated, the characters can obtain its crown.
The Tiara of the Endless is an object once bestowed upon
the Eldersphinx by a long-forgotten deity, and it grants its
wearer foresight into the future and control over the Eternal
Repository. Any who don the artifact may call the Eternal
Repository their lair, and they gain full knowledge of what is
contained within as they observe its many halls. They also gain
the memories stored within, including the knowledge of the
original mission given to the keeper of this timeline, and they
may become burdened with an understanding of the great en-
tropy lurking at the end of time.
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