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5ead/monsters/md/tome_of_beasts_2/zeitgeist.md
2025-06-07 07:58:30 -05:00

2.4 KiB

Zeitgeist

Medium Humanoid chaotic neutral

  • Armor Class: 14 (16 in Darting Form)
  • Hit Points: 82 (11d8+33)
  • Speed: walk 20 ft.
  • Challenge Rating: 6 (2,300 XP)
  • Source: Tome of Beasts 2, page 383
STR DEX CON INT WIS CHA
17 (+3) 18 (+4) 16 (+3) 12 (+1) 10 (+0) 6 (-2)
  • Skills:
  • Damage Immunities: psychic
  • Condition Immunities: exhaustion, frightened
  • Senses: passive Perception 10
  • Languages: Common

Special Abilities

  • Darting Escape (Darting Form Only): The zeitgeist can take the Dash or Disengage action as a bonus action on each of its turns.
  • Timewarped Body: At the start of each of the zeitgeist's turns, roll a die. On an even roll, its body stretches and speeds up as it takes on a darting form. On an odd roll, its body becomes more solid and slows down as it takes on a sluggish form. Its statistics are the same in each form, except as noted here.
  • Darting Form. While in a Darting form, the zeitgeist's Armor Class increases by 2, and its speed is 40 feet.
  • Sluggish Form. While in a Sluggish form, the zeitgeist has resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks, and its speed is 20 feet.

Actions

  • Multiattack: In its darting form, the zeitgeist makes three darting rend attacks. In its sluggish form, the zeitgeist makes two sluggish slam attacks.
  • Darting Rend (Darting Form Only): Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 6 (1d4 + 4) slashing damage plus 7 (2d6) force damage.
  • Sluggish Slam (Sluggish Form Only): Melee Weapon Attack: +6 to hit, reach 5 feet., one target. Hit: 12 (2d8 + 3) bludgeoning damage plus 7 (2d6) force damage. If the zeitgeist scores a critical hit, the target is also knocked prone.
  • Tormented Scream (Recharge 5-6): The zeitgeist cries out, releasing some of its internal torment in a 30-foot cone. Each creature in that area must make a DC 15 Intelligence saving throw, taking 21 (6d6) psychic damage on a failed save, or half as much damage on a successful one.

Reactions

  • Rewind (Recharge 4-6): When the zeitgeist takes damage or when it starts its turn afflicted with a condition, it can rewind time around it, preventing the damage or undoing the condition. It can use this reaction even while paralyzed or stunned.