Medium Humanoid, Neutral Evil
Armor Class 17 Natural Armour
Hit Points 90 (9d8 + 27)
Speed 30 ft.
STR
12 (+1)
DEX
14 (+2)
CON
16 (+3)
INT
17 (+3)
WIS
14 (+2)
CHA
11 (+0)
Saving Throws INT +6, WIS +5
Damage Immunities Poison
Condition Immunities Exhaustion, Paralyzed, Petrified, Poisoned
Senses Passive Perception 12
Languages Any four languages
Challenge 7 (2,900 XP)
Proficiency Bonus +3
Traits

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

Actions

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. 

Reactions

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. 

Legendary Actions

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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