Medium Humanoid (Human), Unaligned
Armor Class 12 Duracarbon Plate
Hit Points 23 (3d12 + 4)
Speed 30 ft., Fly 5 ft.
STR
10 (+0)
DEX
11 (+0)
CON
14 (+2)
INT
11 (+0)
WIS
12 (+1)
CHA
10 (+0)
Saving Throws CON +4, INT +2
Skills History +2, Investigation +2
Senses Darkvision 25 ft., Passive Perception 12
Languages --
Challenge 1/8 (25 XP)
Proficiency Bonus +2
Traits

Chronal Pause. Using a combination of technology and latent engineered abilities, Watchmen can temporarily halt time for up to 30 seconds once per Long Rest as an Action. During this time, all creatures, objects, and abilities are completely frozen- disregarding even gravity. Other Watchmen, however, are still mobile.

Hover. Watchmen can use an assortment of jets and flight systems to move across Difficult terrain at a normal pace.

Actions

Electrostatic Baton. Melee Weapon Attack: +4 to hit, reach 5 ft., 1 target. Hit: 11 (2d6 + 4) Lightning damage. 

Stun Rifle. Ranged Weapon Attack: +6 to hit, range 10/100 ft., 1 target. Hit: 13 (2d8 + 4) Radiant damage.

Description

The Chronal Watchmen are the footsoldiers of the Interwatch, a private group dedicated to regulating use of "time travel" across multiple timelines. Watchmen are bioengineered from the moment they are recruited, their bodies redesigned to stand the stress of constant travel through time.

AssimilationIsKey

Comments

Posts Quoted:
Reply
Clear All Quotes