Personal Time. In the centre of the chron's head is an analogue clock face with which it marks its own personal time from 1 to 12 - it begins at 1. The chron's personal time winds forwards by 1 hour each time a hostile creature uses an action, reaction or bonus action within 30 feet of it.
Equal and Opposite. If the chron's personal time passes 12 (in either direction) the chron takes 2d12 force damage.
Multiattack. The chron makes two attacks.
Sickle. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) slashing damage.
Dislodge. Ranged Weapon Attack: +6 to hit, range 60 ft., one target. Hit: 9 (1d10 + 4) force damage.
Slow (Reverse 6 Hours). The chron alters time around up to six creatures in a 40-foot cube within 120 feet range. Each target must succeed on a Wisdom saving throw (DC 14) or be affected by this spell for the duration.
An affected target’s speed is halved, it takes a −2 penalty to AC and Dexterity saving throws, and it can’t use reactions. On its turn, it can use either an action or a bonus action, not both. Regardless of the creature’s abilities or magic items, it can’t make more than one melee or ranged attack during its turn.
If the creature attempts to cast a spell with a casting time of 1 action, roll a d20. On an 11 or higher, the spell doesn’t take effect until the creature’s next turn, and the creature must use its action on that turn to complete the spell. If it can’t, the spell is wasted.
A creature affected by this spell makes another Wisdom saving throw at the end of its turn. On a successful save, the effect ends for it.
Haste (Wind Forwards 6 Hours). The chron targets a creature within 30 feet. Until the spell ends, the target’s speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.
When the spell ends, the target can’t move or take actions until after its next turn, as a wave of lethargy sweeps over it.
Rewind. In response to another creature dealing damage to the chron, the chron reverses its personal time by 2 hours, reduces the damage to 0 and regains hit points equal to its personal time.
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