Large Elemental, Neutral
Armor Class 17 (natural armor)
Hit Points 120 (16d8 + 48)
Speed 30 ft.
STR
13 (+1)
DEX
20 (+5)
CON
19 (+4)
INT
9 (-1)
WIS
13 (+1)
CHA
6 (-2)
Damage Immunities Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Darkvision 60 ft., Passive Perception 11
Languages Celestial, Infernal
Challenge 8 (3,900 XP)
Proficiency Bonus +3
Traits

Temporal Form. The elemental can enter a hostile creature's space and stop there. It can move through as space as narrow as 1 inch wide without squeezing.

Gift of Time. Whenever the Chronal Elemental is subjected to a slow spell, haste spell, or similar time-shifting effect, it automatically succeeds on the saving throw and regains 13 (3d8) hit points.

Rip. As a bonus action, the elemental lashes out, creating a 5 ft. wide tear through the material plane towards a space within 30 feet. Each creature caught in the line must make a DC 15 Dexterity saving throw or take 10 (1d8 + 3) force damage.

Actions

Multiattack. The elemental makes 2 slam attacks.

Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) bludgeoning damage.

Window to Futures Past (Recharge 5-6). The elemental recreates the calamitous downfall of the environment around it, awakening the sense of mortality in any who might see it. Each creature in the elemental's space must succeed on a DC 15 Wisdom saving throw or become Frightened of the surrounding environment. A Frightened target can repeat the saving throw at the end of each of its turns, ending the effect on a success.

Reactions

Rewind (Recharge 4-6). When a creature the elemental can see moves within 5 feet of it, the elemental can teleport up to 60 ft. to an unoccupied space it previously occupied, without provoking opportunity attacks.

Legendary Actions

Each round, the elemental takes a new legendary action at the end of another creature’s turn as indicated by the numbering below. When each action has been expended sequentially, the elemental can take one legendary action of its choice per round of continuing combat.

Round 1: Step Out Of Time. The elemental manipulates time as it moves, allowing it to seemingly disappear and reappear elsewhere instantaneously. The elemental can move up to its speed without provoking opportunity attacks.

Round 2: Stasis Bubble. The elemental creates a bubble of stopped time for 1 minute or until it loses its concentration (as if concentrating on a spell). The bubble manifests as a 10 ft. sphere within 90 ft. of the elemental. When the bubble appears, each creature within the sphere that is not the elemental must make a DC 15 Strength saving throw or be Paralyzed, as if suspended in time. A creature must also make this saving throw the first time it enters the bubble on its turn.

A creature unaffected by this effect can pull another creature or object within its reach free from the sphere by using its action to making a DC 12 Strength check and succeeding.

Round 3: Timesteal. The elemental targets one creature it can see within 30 feet. The targeted creature must make a DC 15 Wisdom saving throw. On a failed save, the elemental draws some of the creature's time into itself and gains +10 to its position in the initiative order. In addition, the target's speed is reduced by half, it can't take reactions, and it can take either an action or a bonus action on its turn, but not both. While it is stealing time, the elemental's speed increases by 30 ft., and when it takes the multiattack action, it can make an additional slam attack. The targeted creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.

 

Description

A Chronal Elemental is difficult to pin down, and it may appear as a large man-shaped absence in the air that reveals first a field of stars, then a brilliantly lit humanoid within.

Fluid as Time. Shifting between the past, present, and future, Chronal Elementals are formed from temporal energy. They flow like sand in an hourglass and exist between the tickings of a clock. The first Chronal Elementals were forged from extra time left over from the beginning of the universe. Many served as shock troopers in unfathomable wars between angels and fiends or gods and ancient titans. Most were lost between seconds or abandoned to drift aimlessly in the Astral Plane or in the void between the stars.

Stewards of Calamity. Locations of historical significance- both past and future-attract Chronal Elementals. They have a fondness for battlefields and other sites of strife. Because they are drawn to noteworthy places, Chronal Elementals have a reputation as harbingers of calamity, and their presence may incite panic among scholars, priests, and sages.

Environmental Chaos. Whatever the terrain, the environment behaves strangely around the Chronal Elemental. Collapsed walls might suddenly rise, seedlings become massive trees, and fallen soldiers relive their dying moments. These changes occur randomly, a side-effect of a Chronal Elemental’s presence, and things return to normal when they depart. A Chronal Elemental does not require air, food, drink, or sleep.

tomebrew

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