Spellcasting. The Ancient Chronomancer is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The Ancient Chronomancer has following Wizard spells prepared:
Cantrips (at will): Blade Ward, Mage Hand, Ray of Frost, Prestidigitation
1st level (4 slots): Detect Magic, Expeditious Retreat, Magic Missile, Shield
2nd level (3 slots): Hold Person, Misty Step
3rd level (3 slots): Blink, Haste, Slow
4th level (3 slots): Banishment, Dimension Door
5th level (1 slot): Cone of Cold
Unmake. The Ancient Chronomancer chooses one creature it can see within 60 feet of it, causing the target's flesh to rapidly age and decompose. The target must make a DC 14 Constitution saving throw, taking 22 (4d10) necrotic damage on a failed save, or half as much damage on a successful one.
Rewind. When the Chronomancer or another creature makes an attack roll, saving throw, or ability check, it must remake the roll and use the new result.
The Ancient Chronomancer can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. He regains spent legendary actions at the start of its turn.
Cantrip (Costs 1 Action) The Ancient Chronomancer casts a cantrip.
Summon Shadow (Costs 2 Actions) The Ancient Chronomancer summons a shadow within 5 feet of the Ancient Chronomancer.
Wrinkle in Time (Costs 3 Actions). A wave of different dimensions splash out from the Chronomancer. Each non-undead creature within 20 feet of the Ancient Chronomancer must make a DC 15 Intelligence saving throw against this magic, taking 21 (6d6) psychic damage on a failed save, or half as much damage on a successful one.
Description
A corrupt Oracle bent on destroying its enemies
Lair and Lair Actions
The Fountain of Memories
Lair Actions
On initiative count 20 (losing initiative ties), the Ancient Chronomancer can take a lair action to cause one of the following magical effects; he can’t use the same effect two rounds in a row:
- Crates break apart and objects are flung into the air. Make a DC 13 Dex save, on a failed throw, a bad memory is triggered and the target takes 14 (3d8) psychic damage
- The bottles fly out of the crates and begin attacking people in the basement. Make a Sobriety Saving throw (con save) and on a fail, suffer the effects. On a pass, take 2d6 poison damage.
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Posted Jul 13, 2023I love this! Thank you!