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C'tan Shard of False Time

A time-distorting shard that breaks normal encounter rhythm.

Threat File — C'tan Shard of False Time

TR 20 · C'tan Shards
C'tanTimeRealityStat Block Priority: Boss
C'tan Shard of False TimeTR 20C'tan · Boss
C'tanTimeReality
Defense 25 · Vitality 400 · Move 40 ft. (hovering, ignores difficult terrain) · Initiative +6
STR +7AGI +6TGH +8INT +7WIL +8PRS +7

Saves: Willpower +15, Toughness +15

Senses: Perceives the immediate past and probable future of everything within 120 feet

// Traits

Time Stutter. At the start of each round, one zone of the battlefield misbehaves at GM discretion: it becomes difficult terrain, repeats whatever happened in it last round, or delays actions taken inside it until the following round.

Causality Shear. The first time each round the shard takes damage, it may halve that damage and shift the remainder elsewhere: a section of terrain collapses, an object is destroyed, or the damage arrives as a delayed effect at the start of the next round.

Containment Dependency. This is the objective: the shard cannot be permanently defeated while its anchor pylons, containment consoles, or prison protocols stand unaddressed. Reduced to 0 Vitality, it scatters into a misplaced hour and reforms; only banishment through the restored containment ends it.

// Actions

Age to Dust. Melee Attack: +14 to hit, reach 10 ft., one target. Hit: 5d10 + 8 rending damage through accelerated entropy, and one piece of the target's equipment - armor, weapon, or machine - is permanently ruined unless the target makes a Toughness Save DC 21.

Unhappen Movement. The shard moves up to 60 feet without crossing the intervening space, arriving as if it had always been there. Active containment fields and pylons block this movement through their zones.

Borrowed Second. One creature within 90 feet makes a Willpower Save DC 21 or its next action is stolen: at GM discretion it loses the action, repeats its previous action instead, or takes the action one round late.

// Reactions

Rewound Instant. Once per round, when an attack hits the shard, causality reconsiders: the attacker rerolls the attack and must use the second result.

Morale: Does not make Morale checks. It escalates, destabilizes, bargains through impossible phenomena, or attempts to break containment.

Tactics: Run this as an objective encounter: consoles, pylons, banishment windows, evacuation pressure, terrain collapse. Fighting it directly should buy time, not solve the problem alone - and time is the one currency it counterfeits.

Loot / Evidence / Hooks: Its anchor pylons contain chronometric mechanisms the Adeptus Mechanicus would trade a forge for - if they can be trusted to still run forward.

Enemy Dossier

GM Reference

A C'tan Shard of False Time is not a creature in the normal tactical sense. It is a broken god-fragment that makes sequence, causality, and survival negotiate under duress.

// Battlefield Use

Use this threat as a campaign boss, containment failure, Necron vault disaster, or impossible objective encounter.

// Threat Profile

Extreme reality distortion, objective-based defeat, time manipulation, devastating area effects, not suitable for normal stand-up combat.

// Signature Traits

Time Stutter. At the start of each round, one zone acts as difficult, repeated, or delayed terrain.

Causality Shear. The first time each round the shard takes damage, it may shift part of the consequence to terrain, an object, or a delayed effect.

Containment Dependency. The shard cannot be permanently defeated unless anchors, pylons, or prison protocols are addressed.

// Signature Actions

Age to Dust. Damages armor, cover, machines, or living tissue through accelerated entropy.

Unhappen Movement. Moves without crossing intervening space unless containment prevents it.

Borrowed Second. Forces a target to repeat, lose, or delay an action at GM discretion.

Morale: No morale. It escalates, destabilizes, bargains through impossible phenomena, or attempts to break containment.

Tactics: Run this as an objective encounter. Give the party consoles, pylons, banishment windows, evacuation pressure, and terrain collapse. Fighting it directly should buy time, not solve the problem alone.

// Variants
Bound and Damaged ShardEscaping Containment ShardNecron-Controlled ShardStarving ShardFully Manifesting Campaign Threat

Full Stat Block Priority: Boss

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