Medium Humanoid (Human), Unaligned
Armor Class 14 Duracarbon Plate, Shield
Hit Points 23 (3d12 + 4)
Speed 30 ft., Fly 30 ft.
STR
12 (+1)
DEX
13 (+1)
CON
16 (+3)
INT
12 (+1)
WIS
13 (+1)
CHA
12 (+1)
Saving Throws CON +5, INT +3
Skills History +2, Intimidation +0, Investigation +2
Senses Darkvision 25 ft., Passive Perception 13
Languages --
Challenge 2 (450 XP)
Proficiency Bonus +2
Traits

Bioengineered Form. By using devices built into his body, the Watchlord can travel through time without any external devices, as well as bypass fields of stopped time. He does not need to breathe or eat, and can interface with computers directly.

Flight. A full-on flight system built into the Watchlord's armor allows him to fly indefinitely.

Actions

Electrostatic Pike. Melee Weapon Attack: +6 to hit, reach 5 ft., 1 target. Hit: 11 (2d6 + 4) Lightning damage. 

Stun Pistol. Ranged Weapon Attack: +6 to hit, range 10/50 ft., 1 target. Hit: 9 (1d10 + 4) Radiant damage.

Description

The Chronal Watchlord is the top of the Interwatch's complex command structure. Originally a human, the Watchlord's timeline fell victim to the misuse of time travel, and was subsequently destroyed. The only survivor, he vowed to regulate this technology so that it would never be misused again, founding the Interwatch and augmenting his body to better suit his position.

Lair and Lair Actions

The Watchlord resides at the home base of the Interwatch, Sol 10, located in an interdimensional shoal zone and hidden by debris from several broken timelines. Here he has access to time machines, weaponry, and henchmen.

Lair Actions

On initiative count 19 (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Four Chronal Watchmen and a Chronal Operations Agent enter the area to assist the Watchlord.
  • Automated defenses attack all enemy creatures, automatically dealing 3d6 Radiant damage each.

 

AssimilationIsKey

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