Dilating One

* Past
* Present

## Stats

### Traits

Cunning, Deadly, Duality, Entropic, Grand Clash, Greater Combo, Hopeless, Obfuscation, Quickened Tactition, Recovery, Ruination, Speaker, Tier 4, Violet

## Campaign Appearances

### Main Campaign(s)

 *The Dilating One (Present)*, *The Dilating One (Past)*

The **Dilating One**, sometimes abbreviated to **DiO**, is a servant of the Violet and a boss of *The Dilating One (Past)* and *The Dilating One (Present)* campaigns.

## Description

### Appearance

The Dilating One is a humanoid violet colored creature with numerous clocks throughout its face and body.

*The Dilating One (Past)**The Dilating One (Present)*
## History

### Background: Past

The Dilating One is constantly shifting through the skies and just beyond the veil in the Dream Realm of Kalkatesh. Facing him is rather easy, one must simply follow the signs. The trail is large and the creature is brazen and fears nothing. As they walk through the Dream and using the guidance of the Silent Knights, eventually, they are able to come upon the schism of time, and there: they walk through it. Here they stand in momentary suspension before a strange domain, created by the creature's will perhaps a remnant of its past, a building that appears to be more of an observatory than an arena. This is where the Dilating One awaits them.

As they enter through a broken stone wall, all around reality seems cracked and somewhat shattered. Clocks turn in ethereal, almost smoke-like fashion, moving in and out of existence. In and out of time and remembering. Ahead of them, the great observatory opens up into a nearly impossible building. With floating pieces of different eras mixing and mangling together. There they walk upon the precipice, floating above a platform precarious, sinister, wobbling beneath their feet. There in the center, in a gaping wound in time, their enemy awaits them.

As they reach the precipice, the creature swirls its scythe around itself; wrapping it in sands of time. Violet light emanates from each of its orifices. Its many eyes open and look towards them. It smiles. It has been some time since it had a little fun. So it begins, the battle against: The Dilating One.

### Background: Present

As the heroes enter the shattered piece in time, the manipulated pieces of time flow around them. They are thicker and slower. More present. However, the enemy is plain and clear as it manifests before them. Slicing and manipulating these threads of time. The creature offers no recourse, no conversation, nothing. Just a silent march toward their death.

### Battle: Past

Main article: The Dilating One (Past)

Requires Expansion*This section requires expansion. You can help The Living World Of Verum Wiki by expanding it.*
### Battle: Present

Main article: The Dilating One (Present)

Requires Expansion*This section requires expansion. You can help The Living World Of Verum Wiki by expanding it.*
### Sealed

The Dilating One was sealed by the heroes in his own temporal flux. Those that were trapped in time return to the world. For now, hope shines a bit brighter. But the Herald... Approaches.

## Characteristics

### Past

* Creature Type: Aberration
* 5 foot range
* 2 reactions (?)
* Martial to identify: 18 → 17 → 16
* +14 Wisdom Save.
* +14 Dexterity Save.
* +7 Constitution Save.
* +11 Arcana.
* >= +28 Athletics.

### Present

* Creature Type: Aberration/Evil Outsider
* Immune to Poison damage.
* Martial to identify: > 19

## Traits

### Past and Present

* **Cunning** - This enemy uses the DM’s intelligence, and will not intentionally make mistakes. In addition, tactics are less restricted.
* **Deadly** - This enemy can inflict a large amount of front loaded damage, breaking the normal HP threshold set in place to prevent one shots.
* **Duality** - Everything that happens in this fight can happen in the other fight. The most notable one is that if this enemy is damaged, it is also damaged in the other fight and vice versa.
* **Entropic** - This enemy has the ability to produce entropy on the battlefield through various abilities. It is considered war entropy. It can also use any entropy it generates during this fight as well.
* **Grand Clash** - This enemy is available for every single clash type. It has advantage on every single clash type. The cost of failure, no matter the degree, is always Violet Death.
* **Greater Combo** (One of the Highest Forms of Combo) - This Enemy has abilities that inherently synergize and can trigger each other. This allows for 5 layers of synergy.
* **Hopeless** (Highest form of Ruthless) - This enemy will seek to set up situations to kill player characters, even as to go to great detriment to itself to kill a PC, and the deciding roll of their fate is not allowed to be modified in any way besides the base roll.
* **Quickened Tactician** - Player characters may not go back upon their actions once they have passed their turn. They will have 4 minutes to perform their turn. Arcadum will warn them when they have 1 minute left. He will pause it when they ask questions of Arcadum. It will also be paused when Arcadum is explaining something. Abusing this pausing system will result in the end of their turn. When time runs out, their turn is over. The Dilating One is allotted 10 minutes for the entirety of their turns.
* **Recovery** - This particular enemy has the ability to heal themself.  They have potent healing abilities.
* **Speaker** - This enemy can speak power words and is a servant of the Violet.
* **Tier 4** - This enemy has 4 initiatives.
* **Violet**: This enemy is a Servant of the Violet and should this enemy kill a player character, all of that player’s characters will be destroyed. This character cannot be resurrected. They will be forgotten and removed from the tapestry. This is known as Violet Death.

### Past Only

* **Ruination** - This enemy can debuff enemies but the debuffs are not only combat relevant but also story relevant to the character. This enemy can age creatures through this trait.

### Present Only

* **Obfuscation** - This enemy will not give a list of abilities once they are identified as normal. Abilities will have to be identified through each of the combat categories in order to make such a check and are randomly given one of them.

## Abilities

The Dilating One's has 6 types of abilities among 4 initiatives: Combat, Violet, Second, Minutes, Hours, and Sands. The effects of the abilities may differ between its past and present selfs.

### Combat

The Dilating One's combat abilities can be used on any of its initiatives.

#### Past

* **Dilate** - Select an effect. Reduce the round progression by [d10]. If this effect is on an enemy this would reduce the number of rounds the effect has been on that creature to 0 or less, that creature takes [5d6] Psychic damage.
	+ An effect is anything with a duration. The duration is based upon the effect. If it is hours, it goes down by hours.
* **Dilation Scythe** - This creature attacks three times [d20+18] [2d4+17]. Dilation Scythe will gain power as the fight goes on. This means there are certain effects and abilities that add different modifiers and effects to it. It can attack three times on every single initiative except for Sands. It is Physical Damage and it is made out of mythril. This weapon is dispellable. When it is dispelled, it loses all augmentations for 1 Round and can even cause its attack bonus/AC bonus to drop.
	+ Dispel DC: 19-24 | AC drops to 16
* **Quicken** - As a bonus action: Select an effect. That effect has its round count increased by [d10]. If this effect is affecting an enemy, that enemy moves in a random direction by 20 feet.
* **Slow** - As a reaction: If an attack is coming towards the Dilating One, they make redirect that attack. A chosen enemy must make a Dexterity Saving throw. If they fail, they take that attack's damage. (?)
* **Stop** - Select an effect. That effect does not increase its round count this round. If this is affecting a creature, that creature cannot move nor teleport. They can be moved by other means.
* **Time Bomb** - As a bonus action: DiO places a spectral bomb on the battlefield. This bomb is placed within a square and a trigger round will be set. This bomb deals [1d6] +2d6 for every reaction used on the battlefield. The damage increases by [1d6] for every round that passes. Each time the Dilate power is used, Time Bombs round counter increases by an equal amount to the amount Dilated and whenever Dilate is first set. This deals Force damage to all enemies within 30 feet. This also affects Echoes. In addition, Quicken, Slow, and Stop can be used to affect this ability. It is considered a spell effect and a magical effect.
	+ The Time Bombs may be clashed at a DC of 21. The Dilating One does not advantage on this clash. Tinker’s Tools can deactivate Time Bomb.
	+ Dispel DC: >= 18

#### Present

* **Dilation Scythe** - This creature attacks three times [d20+18] [2d4+17]. Dilation Scythe will gain power as the fight goes on. This means there are certain effects and abilities that add different modifiers and effects to it. It can attack three times on every single initiative except for Sands. It is Physical Damage and it is made out of mythril. This weapon is dispellable. When it is dispelled, it loses all augmentations for 1 Round and can even cause its attack bonus/AC bonus to drop.
	+ Dispel DC: 19-24 | AC drops to 16
	+ Special Scythe augment: The Dilation Scythe has the chance to take/gain class features through DC 19 Wisdom Saving throws after each attack. 4 class features can be stored in total. However, only 1 class feature can be taken per person. If the Scythe ability is suppressed, all the stored abilities are lost.
* **Stop** - Select an effect. That effect does not increase its round count this round. If this is affecting a creature, that creature cannot move or teleport. They can be moved by other means.
* **Time Dance** - DiO can choose to make any attack critically hit him. 1/4th of that damage is converted to DiO’s damage bonus. Suppressing the Scythe removes this damage buff.

* Unidentified Abilities:
	+ ??? - As a reaction: A creature must make 3 Wisdom Saving throws.
	+ ??? - If DiO is attacked with a non-magical weapon, that enemy must make a Constitution Saving throw. If they fail,
	+ ??? - As an AoO: The Dilating One may select an enemy that is casting a spell and have them make a Constitution Saving throw. If they fail, their spell is countered. In addition, they lose all spell slots of the level that spell was cast. If it is a scroll, all scrolls are destroyed that are not packed away. (?)
	+ ??? - As a reaction: The Dilating One may select an enemy that is casting a spell and have them make a Wisdom Saving throw. If they fail, their spell is countered. In addition, they lose all spell slots of the level that spell was cast. (?)

### Violet

The Dilating One's violet abilities can be used on any of this creature’s initiatives though may require Entropy for their use.

#### Past

* **Epoch** - Costs X Entropy: All enemies must make DC 27 of their highest Saving throw. The Dilating One’s Scythe is augmented with a damage die that increases by [d6] based upon a threshold of enemies that failed. In addition, another damage die is added that is equal to the current Time Bomb damage die. In addition to that, the Dilating One can attack echoes.
* **Erasure** - Costs 1 Entropy: A chosen enemy must make 3 Saving Throws of their choice. For each fail, that enemy takes [XdX] Bleed damage at the beginning of their turns. Healing will only half this damage. If the enemy critically fails a save, they choose an arm that is removed and anything they had on that arm is also removed. (?)
	+ Tar’uum | 3 Fails | [10d6] = 43
* **Fading Edge** - Costs X Entropy: The Dilating One may initiate a martial clash with an adjacent enemy. (?)
* **Fool’s Gambit** - Select an enemy. That enemy may heal to its maximum hit points. If they choose to do so, the Dilating One gains an equal amount to its damage bonus to his Scythe attack. If that creature is stunned, paralyzed, confused, or otherwise unable to concentrate or make mental choices: that creature automatically chooses to heal.
* **Rising Despair** - Unidentified
* **The Herald Watches** - Whenever an enemy is defeated, this ability triggers automatically. The Dilating One gains X Entropy. (?)

#### Present

* **Epoch** - As a reaction: Select an enemy. Their entire turn is reversed in terms of their actions and movement. (?)
* **Erasure** - Unidentified
* **Fading Edge** - Select an enemy. They must make a Charisma Saving throw. If they fail, that enemy must attack Dilating One at full strength. The Dilating One gains fast healing equal to what the attack did and lasts for 3 Rounds. This heals him at the beginning of each initiative. (?)
* **Fool’s Gambit** - Unidentified
* **Rising Despair** - Unidentified
* **The Herald Watches** - Whenever an enemy is defeated, this ability triggers automatically. An aura of violet surrounds that particular downed creature. Any attempts at healing that particular creature must make a DC 20 Charisma Saving throw. If they fail, the healing is failed and they take the damage that they healed.

### Seconds

These abilities can only be used on the Seconds initiative.

#### Past

* **Blurring Urgency** - Unidentified
* **Hastening Heights** — Supernatural ability: A chosen enemy must make a DC (<= 21) Constitution Saving throw. (After attacks) (?)
* **Reckless Speed** — A chosen enemy must make a DC 18 Charisma Saving Throw. If they fail, that enemy makes a charging attack towards the Dilating One at advantage. He gains fast healing equal to what the attack did and lasts for 3 Rounds. This heals him at the beginning of each initiative.
	+ If they need to be adjacent to attack, they are moved adjacently to the Dilating One. (?)
* **The Burden of Wisdom** — Choose an enemy. That enemy is filled with doubt and has disadvantage on all Saving Throws. (?)
* **The Metronome** — Choose enemies within 15 feet up to 5. They must succeed a DC 21 Wisdom or Charisma Saving throw. If they fail, they are under The Metronome effect. Whenever one of those creatures attack, all other creatures with Metronome take 5 Psychic damage.
* **The Price of Progress** — Unidentified

#### Present

* **Blurring Urgency** — Unidentified
* **Hastening Heights** — As an action: A single creature is chosen on the battlefield. That creature must make a Constitution Saving throw. If they fail, all adjacent creatures lose 10 maximum hit points.
* **Reckless Speed** — Unidentified
* **The Burden of Wisdom** — Unidentified
* **The Metronome** — Unidentified
* **The Price of Progress** — DiO removes a beneficial effect from itself. All enemies within a 60 foot radius must make a (DC 22?) Saving throw associated with the effect in question. If they fail, they receive a reversed version of that effect if possible. If not, they are stunned for 1 Round.

* Unidentified Abilities:
	+ ??? - The Dilating One chooses an enemy. The player chooses if they have disadvantage on all saving throws or they let Dilating One determine their next action.
	+ ??? - An enemy must make a Charisma Saving throw. If they fail, all enemies are designated an action type from the Dilating One.

### Minutes

These abilities can only be used on the Minutes initiative.

#### Past

* **Bleed Out** - Unidentified
* **Correction** — Supernatural ability: Choose enemies within 15 feet up to 5. They must succeed a DC 21 Wisdom or Charisma Saving throw. If at least X fails, (?)
	+ Round 1: All 5 selected. Only Takar failed and nothing happened.
* **Pulse Break** — Unidentified
* **Strip Away** — Select an enemy. That enemy may choose for each of its effects to save. However, for each effect saved the Dilating One is healed and this effect is multiplied for each one selected. If it is a natural effect, they are suppressed for 1 minute. If it is a constant effect, they are removed. For every two effects removed, there is a chance that entropy is gained. (?)
	+ Natural Effects = Effects from equipment/abilities
	+ Constant Effects = Potions and etc.
* **The Rat Race** — The Dilating One selects an area on the battlefield and an opponent’s echo. For every initiative that the selected echo is not in the selected area, that enemy takes 10 Psychic damage.
* **Twisted Revelry** — Select an enemy. That enemy must make a Constitution Saving throw. If they fail: Whatever action they take, all allies within 20 feet cannot take. This is of the archetype such as the attack action or casting a spell.

#### Present

* **Bleed Out** - Unidentified
* **Correction** - Unidentified
* **Pulse Break** — Unidentified
* **Strip Away** - As an action: The creature dispels one magical effect per target within a 60 foot radius [d20+15]. The Dilating One may benefit from one of these dispelled effects.
	+ Wisdom Saving Throw versus roll.
* **The Rat Race** - Unidentified
* **Twisted Revelry** — The Dilating allows its enemies to choose a singular action type. Once that action is chosen, no one on the battlefield cannot take action, including the Dilating One. However, the Dilating One gains an extra use of each of its action types. If a Declared action is the same as the action type made then that enemy is stunned at the end of their turn. This effect can stack X times.
	+ This effect lasts until dispelled. (?)

* Unidentified Abilities:
	+ ??? - Choose an enemy. They must make a DC 23 Constitution Saving throw. If they fail, they take [10d6] Bleed damage at the start of their turn unless they are healed. (?)
	+ ??? - An enemy must make a Wisdom Saving throw. If they fail, they must make an action specified by the Dilating One on their turn every round. If they do not, then that targeted enemy takes 10 Psychic damage. (?)
		- Until the Dodge action is done, something will happen to Thrang.
	+ ??? - Select an enemy. All allies of that enemy within 20 feet must make a Strength Saving throw. If they fail, they are moved XX feet towards that targeted enemy. (?)

### Hours

These abilities can only be used on the Hours initiative.

#### Past

* **Crushing Deadline** — An enemy must make a DC 21 Strength Saving throw. If they fail, they take [10d6] Bludgeoning Damage and are knocked prone. This prone effect lasts for 3 Rounds.
	+ Identified in Present fight and noted as similar in both fights.
* **Grand Denial** — Unidentified
* **Gravity Well** — The Dilating One places down a 20 foot aura. All enemies within this aura must make a DC 20 Strength Saving throw. If they succeed, they may spend a reaction to leave that area. At the beginning of the next Hours initiative, those enemies inside the aura take [20d6] Force damage and cannot move. However, this effect can be dispelled.
	+ Dispel DC: 19-21
* **Mire of Time** — A creature must make a DC (18-20) Strength Saving throw. If they fail, they take [10d6] Bludgeoning damage. They gain the Sands of Time condition. Also, they are knocked prone and must make a Strength Saving throw in order to stand up from prone on their turn. (?)
	+ Condition in place of Sands of Time described as “Pushing down”
* **Nova Wave** — When the total damage of Time Bomb exceeds [30d6], the Dilating One may activate this ability. Whenever this ability is activated, all enemies are affected by a paralysis time stop effect for 1 minute.
* **Toxic Dependency** — Unidentified

#### Present

* **Crushing Deadline** - An enemy must make a DC 21 Strength Saving throw. If they fail, they take [10d6] Bludgeoning Damage and are knocked prone. This prone effect lasts for 3 Rounds.
* **Grand Denial** — Unidentified
* **Gravity Well** — The Dilating One places down a 20 foot aura. All enemies within this aura must make a DC 20 Strength Saving throw. If they succeed, they may spend a reaction to leave that area. At the beginning of the next Hours initiative, those enemies inside the aura take [20d6] Force damage and cannot move. However, this effect can be dispelled.
	+ Dispel DC: 19
* **Mire of Time** — Unidentified
* **Nova Wave** — Unidentified
* **Toxic Dependency** — Unidentified

* Unidentified Abilities:
	+ ??? - Two creatures must make an Intelligence Saving throw. If they both fail, an effect occurs.
	+ ??? - All enemies must succeed a DC 27 Intelligence Saving throw. DiO chooses one who fails and that player must make a choice. They either replace everyone’s declared action with their own declared action or they may choose to be stunned for a number of rounds equal to party members who did not fail the save. (?)
		- DC could be scaled upon an effect. (?)
	+ ??? - Choose an enemy. They must make a Charisma Saving throw. If they fail: At the end of each their turn, their Declared Action remains the same on their turn. They make another Charisma Saving throw at the end of their turn to determine if the effect stays. (?)

### Sands

These abilities can only be used on the Sands initiative.

#### Past

* **Sands of Folly** — A chosen enemy must make a Constitution Saving throw. If they fail this Constitution Saving throw: At the start of their next turn, they cannot move away from the Dilating One and they must attack him, but may attack if they wish. (?)
	+ In addition, they have disadvantage on Saving throws. (?)
* **Sands of Madness** - As an action: The Dilating One may choose a creature to put this Sands on. They must make a DC 20 Intelligence Saving throw or be affected by Sands of Madness. If they fail, any damage that the selected enemy would take also heals the Dilating One for the same amount.
* **Sands of Regret** - As an action: The Dilating One may choose a creature to put this Sands on. At the end of that creature’s turn, they must make a DC 21 + Every attack they make this turn Constitution Saving throw, if they fail they take 1 Point of Exhaustion and adjacent allies must make the same save against this exhaustion.
	+ The Exhaustion bypasses resistances/immunities.
* **Sands of Time** - Sands with Wisdom Saving throw. (?)
* **Sands of War** - The Dilating One may choose a creature to put this Sands on. They must make a DC 20 Charisma Saving throw or be effected by Sands of War. Once affected, they must make this save again at the end of their turn if they are adjacent to the Dilating One. If they fail on their next turn, they must attack the Dilating One and cannot move.
* **Sandstorm** - For each enemy that is affected by one of the many Sands, they all must make saves against the Sands that each other possess and are affected by uniquely. If they fail, they are all affected by these. In addition, for each failed save: The Dilating One may make an attack against an enemy within range.

#### Present

* **Sands of Folly** - Unidentified
* **Sands of Madness** - The Dilating One may choose a creature to put this Sands on. They must make a Wisdom Saving throw or be affected by Sands of Madness. Once affected, any damage dealt to them will heal the Dilating One for an equal amount. [SEALED]
* **Sands of Regret** - Unidentified
* **Sands of Time** - Unidentified
* **Sands of War** - The Dilating One may choose a creature to put this Sands on. They must make a DC 20 Charisma Saving throw or be effected by Sands of War. Once affected, whenever one of their allies would take damage within 15 of the affected individual, that individual would take half of that damage.
* **Sandstorm** - The Dilating One may choose a creature to put this effect on. They must make a Constitution Saving throw or they gain every Sand that is active on the battlefield. (?)

* Unidentified Abilities:
	+ ??? - The Dilating One may choose a creature to put this Sands on. They must make a (DC > 20) Intelligence Saving throw or be affected by Sands of XXX. The Dilating chooses an effect that the enemy is benefiting from. That effect is reversed if possible.
	+ ??? - Constitution Saving throw.
	+ ??? - Wisdom Saving throw.

## Additional Mechanics

* A follower, Cleric, or Paladin in service to Raquel may be able to interact with the environment.
* 30 Martial is the threshold for Advice on what abilities to identify.

### Past: Echoes

During this battle, each hero will have something called an echo. This echo represents them in the past. Except for the first round, every round hereafter will go movement-wise to where they were last round and it will follow them in a one round stagger. There are certain abilities and effects that affect these echoes.

* These echoes refresh their movement at the top of the round.

### Present: Declaration

Each player at the end of their turn must declare what their action will be on their next turn. They must perform this action on their next turn. If they fail to perform it, they are stunned for 1 Round.

* 1 layer of specificity: They must specify which weapon/spell they are going to perform.

## External Links

* Google Doc for the encounter, created by Morgeta