Tasey Am

Time is a cruel master, and most consider its reign absolute. The most powerful spellcasters can barely imitate the most basic of a tasey-am’s powers, which makes their efforts to stop time look like child’s play. This fey leaps forward in time, storing temporal energy to unleash a flurry of activity even as it shunts its foes around the timeline and prevents them from attacking it. Simultaneous sightings of a tasey-am in different locations have led to a pair of competing theories: either this fey is not unique, or its control of time is so adept it can literally be in two places at once.

Though it is intelligent and wise, the tasey-am has never shown an interest in negotiation or diplomacy. It seldom speaks, and it acts with silent confidence. Appearing as a runestone leaking mysterious purple gas, tasey-am’s form feels unnatural in any setting. Other beings are uneasy in its presence, as though it cannot—or should not—exist in a linear and logical world.


Huge fey, neutral

Armor Class 20 (natural armor)
Hit Points 252 (24d12 + 96)
Speed 30 ft.

20 (+5) 28 (+9) 20 (+5) 24 (+7) 22 (+6) 22 (+6)

Saving Throws Dex +15, Con +11, Wis +12, Cha +12
Skills Arcana +19, History +19, Perception +12
Damage Resistances force, necrotic, radiant
Damage Immunities psychic
Condition Immunities exhaustion
Senses truesight 10 ft., passive Perception 22
Languages Sylvan
Challenge 20 (25,000 XP)


Adjust Time. At the beginning of each round, the tasey-am rolls for initiative and replaces its current initiative count with the new result. It may instead choose a single creature in the initiative count and force that creature to reroll its initiative and replace its current initiative count with the new result.

Always Ready. The tasey-am cannot be surprised, and attacks made against it cannot have advantage.

Reset (1/Day). When the tasey-am is reduced to 0 hit points it vanishes until the start of the next round. At that point, it reappears in a location of its choice within 120 feet of where it disappeared, recovers all of its missing hit points, and regains any spent uses of Draw Out.

Temporal Acceleration. At the start of the tasey-am’s turn, any magical effects within 5 feet of it with a duration immediately end.

Time Traveler. When the tasey-am finishes a long rest, it can choose to travel forward or backward in time, appearing in the same location up to 100 years in the future or past (specific time determined by the tasey-am).


Multiattack. The tasey-am uses Temporal Discorporation and can then use either Temporal Discorporation again, Send Forward, or Draw Out.

Draw Out (2/Short or Long Rest). The tasey-am chooses a spell that is affecting itself or a creature it can see, ending the spell immediately. When the spell ends, the caster must attempt a DC 22 saving throw using its spellcasting ability, gaining one level of exhaustion per spell level of the ended spell on a failure, or half as many levels (rounded down) on a success.

Send Forward. The tasey-am sends itself or a creature it can see forward in time 1d4 rounds. The time shift doesn’t take effect until the start of the next round, at which point the target disappears and is removed from initiative order. After the rolled number of rounds have elapsed, the target reappears, rolling for initiative and appearing in the space it left or the closest unoccupied space at the beginning of that round. The target may then immediately take a number of consecutive turns equal to the number of rounds it was sent forward, gaining one level of exhaustion for each turn taken in this manner at the end of its last turn. If tasey-am targets itself with this feature, it cannot do so again until it finishes a short rest.

Temporal Discorporation. Melee Weapon Attack: +15 to hit, reach 10 ft., one creature. Hit: The target must attempt a DC 22 Constitution saving throw. On a failure, the target is teleported up to 30 feet to an unoccupied space the tasey-am can see, gains one level of exhaustion, and immediately expends half of its remaining Hit Dice (rounded up), rolling them and losing that many hit points. A creature with 0 Hit Dice remaining drops to 0 hit points and begins dying. On a success, the creature is not teleported and instead rolls one-quarter of its remaining Hit Dice (rounded up) and loses that many hit points.


Stitches in Time. As a reaction when the tasey-am is targeted by an attack or spell, it can immediately switch locations with a creature it can see within 60 feet of it, forcing the caster to target that creature instead. This is not a teleportation effect—time is rewritten, and the creature has always been there. The creature attempting to target the tasey-am can use its reaction to attempt a DC 22 Dexterity saving throw to swap and target the tasey-am if it is within range, or intentionally miss the attack or spell if not.

Ref: TPKB1 p196