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The Timekeeper: A Cosmic Horror

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0% found this document useful (0 votes)
10 views4 pages

The Timekeeper: A Cosmic Horror

Uploaded by

James Sanders
Copyright
© All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

The Timekeeper

Eternal Horror Use of the Timekeeper


In the before, when time was merely a dream, the primal The Timekeeper was designed to make a long lasting impact
forces of good and evil waged a endless and beginningless on a powerful party, but should not be unleashed lightly. The
war for control of creation. This was not a war as we would Timekeeper poses a significant threat due to its dangerous
understand it today, for these primal entities did battle with abilities and risks leaving a PC permanently injured, as losing
weaponised ideas, sentient emotions and deadly concepts. an hand is very much a possibility. At the GMs discretion, you
It was in this nothingness that the first Timekeepers were
created by the primal evil. These dark entities brought a curse can allow the use of the regenerate spell to restore this, or
more deadly than any previously deployed: time itself. These simply ignore the Timekeeper's Assimilation trait.
aberrations could cause form to wither and memory to fade,
eventually spreading their infection to all of creation, The stat block as presented excludes the regenerate spell to
dooming the universe to age and die. play up the cosmic power of the creature as something
Today, these terrible creatures are mostly dormant, but beyond the scope of a mortal spellcaster, but it is possible and
some powerful spellcasters bind these creatures to artefacts. even likely that the Timekeeper will not have such significance
Unable to break these magical restraints, Timekeepers in your world.
remain in their lairs, waiting for someone foolish enough to
claim their relic. Be aware of your players' expectations and be prepared to
undo the loss of a hand should a player subjected to it be
The Hands of Time unhappy with the outcome. Parties are used to being able to
rest off major injury (something which this creature was
Timekeepers are creatures from beyond the material world, specifically designed to subvert), and sometimes veering away
and so conforming to the laws of he material plane causes from this expectation can cause a player to stop having fun. If
them to weaken. They can be killed but never truly destroyed,
reforming somewhere in their lair and reclaiming the scraps this is the case, simply rule that when the Timekeeper dies the
of their previous form. PCs hand remains as the body fades away, and allow
Known in folk tales as 'the hands that tick away the flesh', regenerate to restore the missing limb.
Timekeepers are creatures of the abstract, constantly
searching for living creatures upon which to feed and repair
themselves. Using the Timekeeper
Timekeepers instinctively seek to spread their curse,
rapidly aging any creature it captures. A terrible fate for The Timekeeper is best used as a set piece creature, its
unsuspecting adventurers in of itself, but even more presence hinted at in advance. In the Timekeeper's lair, no
disturbingly, a Timekeeper must maintain it's physical form clocks can move, except the one embedded in its back.
by claiming the hands of its victims, ripping them from their Perhaps the party could witness a clock stop suddenly for no
bodies at the point of death and assimilating the severed obvious reason?
hand into its form. The rotting hands that make up the majority of the
Because of this, Timekeepers appear as a large leathery Timekeeper are in various states of decay, some breaking
cloak, vaguely humanoid in shape, but large and hunched. away from the creature's body. Because of this, the floor of a
Inside the cloak hides a sea of grasping rotting hands from Timekeeper's lair is often littered with broken fingernails and
victims across the ages. Some detaching and becoming crawling claws.
crawling claws which follow in the Timekeeper's wake. You can use these elements to hint to the Timekeeper
Lodged in the Timekeeper's back is a large grandfather before actually revealing it to your players. Even veteran
clock. The reason and significance of this is unknown, but the adventurer's will be surprised when the clock begins to tick...
clock's ticking is often heard long before the creature itself,
which moves almost silently, and deceptively quickly on
hundreds of gentle hands.

The Timekeeper | randomnumber46


The Timekeeper Legendary Resistance (2/Day). If the timekeeper fails a
saving throw, it can choose to succeed instead.
Huge aberration, chaotic evil
Actions
Armor Class 17 (natural armor) Multiattack. The Timekeeper makes six claw attacks, or
Hit Points 322 (28d12 + 140) three claw attacks and one Draining Attack.
Speed 30 ft.
Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one
target. Hit: 13 (3d4 + 5 slashing damage). The target
STR DEX CON INT WIS CHA must also make a DC 18 Strength saving throw. If the
20 (+5) 17 (+3) 20 (+5) 12 (+1) 12 (+1) 12 (+1) target fails it is grappled.
Draining Attack. The Timekeeper can attempt to drain
Saving Throws Wis +6, Cha +6 the vital essence from a grappled target. The target
Damage Resistances bludgeoning, piercing, and slashing must succeed on a DC 18 Constitution saving throw or
from nonmagical attacks age by 1d10 years. They take 3 (1d4) necrotic damage
Damage Immunities psychic for each year aged. If this damage reduces the target to
Condition Immunities blinded, deafened, frightened, 0 hit points, the Timekeeper can immediately use its
grappled, prone, restrained Assimilate ability on the target.
Senses truesight 120 ft., passive Perception 11
Languages - Reactions
Challenge 14 (11,500 XP) Assimilate. The Timekeeper can Assimilate a creature if
it reduces it to 0 hit points using its draining attack. To
Magic Resistance. The Timekeeper has advantage on do this, it tears the targets right arm from its body.
saving throws against spells and other magical effects. They immediately fail one death saving throw. The
Timekeeper assimilates the new hand into its own
Weight of Ages. The Timekeeper is particularly body, and regains 1d10 hit points. The lost hand
susceptible to items with a long and storied history. It cannot be restored by any means short of a wish spell.
is vulnerable to any damage caused by Artefacts. Also, Even if the creature is restored with a true resurrection
at the DM's discretion, the Timekeeper can take an or regeneration spell, the right hand will still be
additional 1d8 force damage from any attack made missing.
with a suitably ancient weapon.
Handedness. The Timekeeper can only claim right
Lair Actions
hands. If it is tricked into assimilating a left hand, it Options. The Timekeeper is never encountered outside
loses all its damage resistances and damage its lair. It can invoke the ambient magic to take lair
immunities, and cannot regain hit points until it actions. On initiative count 20 (losing initiative ties),
completes a long rest. the Timekeeper can take one lair action to cause one of
the following effects:
Bound Object. A Timekeeper is always bound to an
artefact of some kind. The Timekeepers lair always Temporal Echo. The Timekeeper causes a vision from
extends around this object. The object is considered the past or future to manifest somewhere in its lair. Any
magical, even if it bears no other enchantment. While creature that can see the echo must pass a DC 15
bound to an object, the Timekeeper is immune to any Intelligence saving throw. On a success, the creature
spell or effect that would cause it to move to another recognises the Echo as an illusion. On a failure, the
plane. target believes the illusion to be real. If the illusion
Immortality. A Timekeeper can almost never be truly appears as something that could be harmful to the
killed. If it is reduced to zero hit points, it fades away, creature, it takes 1d6 psychic damage. The target
returning to life with full hit points in 2d4 days. If, perceives the damage as a type appropriate to the
during the period it is destroyed, the artefact it is illusion.
bound to is also destroyed, the Timekeeper will be Stasis Pocket. A localised area of space becomes frozen
obliterated. Not even a Wish spell can restore a in time. A 10-foot square area of ground becomes
Timekeeper destroyed in this way. frozen in time. Any creature in that area must pass a DC
Immutable Form. The Timekeeper is immune to any 15 Constitution saving throw or become petrified until
spell or effect that would alter its form. the end of its next turn.

The Timekeeper | randomnumber46


Artwork by Alessio Schibuola

The Timekeeper | randomnumber46


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Common questions

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The Timekeeper is a formidable opponent due to several defensive mechanisms. It has magic resistance, giving it advantage on saving throws against spells, and it is immune to nonmagical physical damage due to its natural armor . The Timekeeper is also immune to conditions like blinded, deafened, frightened, grappled, and prone. Furthermore, it has legendary resistances and an immutable form, protecting it from transformational spells or effects .

The ticking grandfather clock serves as an auditory cue and a narrative device that builds tension and anticipation during encounters with the Timekeeper. It symbolizes the passage of time and impending doom, often heard before the creature's arrival, setting an ominous atmosphere. This enhances the horror elements of the encounter, increasing player immersion and emotional response by creating a foreboding and suspenseful environment .

Timekeepers embody the concept of time through their ability to rapidly age creatures they capture, spreading their curse by claiming the hands of victims they kill. This process is symbolic of the passage of time as it causes form to wither and memory to fade, making them a representation of time-related decay and death . Additionally, the ticking grandfather clock embedded in a Timekeeper's back further emphasizes their connection to time .

The Timekeeper's assimilation ability challenges standard mechanics by permanently removing a player's hand, something that cannot be reversed by typical means. This subverts player expectations where injuries are often temporary and recoverable. The ability forces players and GMs to reconsider the permanence of in-game consequences, potentially altering gameplay dynamics and party interactions if not mitigated by a specific ruling or a wish spell .

GMs can use the Timekeeper's lair actions, such as the Temporal Echo, to create illusions and foster confusion and error among players, making them question reality and perceive phantom threats. The Stasis Pocket may immobilize players, controlling the battlefield and providing tactical advantages by isolating or disabling key party members. These actions can intensify combat scenarios by introducing elements of unpredictability and forcing players to adapt quickly, fostering a more dynamic and challenging encounter .

Timekeepers are particularly vulnerable to artifacts with long histories, taking additional damage from attacks with ancient weapons. Additionally, if a Timekeeper is tricked into assimilating a left hand instead of a right hand, it loses all its damage resistances and immunities, severely diminishing its defenses . Destroying the artifact to which the Timekeeper is bound while it is reduced to zero hit points can permanently obliterate it, bypassing its ability to regenerate .

The 'weight of ages' ability symbolizes the inexorable and consuming nature of time itself, emphasizing themes of inevitable decay and the eternal struggle against the passage of time. It serves as a narrative device to remind players of the fleeting nature of life and the power of history and memory, as attacks with storied artifacts can harm the Timekeeper, highlighting both the burden and strength derived from the past .

The environment in a Timekeeper's lair includes stopped clocks and a floor littered with broken fingernails and crawling claws, serving as foreshadowing elements. These clues hint at the presence of a creature with ties to time manipulation and decay, preparing players for the encounter. When players notice clocks ceasing to move or encounter detached claws, it serves as a narrative build-up to the eventual confrontation with the Timekeeper, emphasizing its eerie and threatening nature .

The conceptual war of weaponized ideas and emotions in 'The Timekeeper' reflects the mental and strategic challenges players face during physical confrontations. Just as primal forces battled with abstracts, players must outthink and adapt to the Timekeeper's unique abilities, requiring a blend of tactical acumen and adaptability rather than brute strength alone. This parallel underscores the theme of cognitive engagement over direct action, as seen in the need to outsmart the Timekeeper's assimilation and exploit its specific vulnerabilities .

The Timekeeper's Immortality trait means it cannot be permanently killed unless its bound artifact is also destroyed within a certain timeframe. This forces players to adopt strategies that focus on identifying and targeting the artifact linked to the Timekeeper early in the encounter. Players must also plan for repeated encounters with the Timekeeper if it manages to fade away and regenerate, significantly altering usual gameplay strategies where defeating a creature concludes the threat .

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