Magic Resistance. The chronomancer has advantage on saving throws against spells and other magical effects.
Spellcasting. The chronomancer is a 20th-level spellcaster. Its spellcasting ability is Intelligence (save DC 18, +10 to hit with spell attacks). The chronomancer has the following wizard spells prepared:
Cantrips (at will): blade ward, light, 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 (3 slot): cone of cold, wall of force
6th level (1 slot): globe of invulnerability
7th level (1 slot): teleport
8th level (1 slot): maze
9th level (1 slot): time stop
Stretch Time (Recharge 5-6). The chronomancer can take on additional action on its turn.
Expose Paradox (Recharge 5-6). The chronomancer choses one creature it can see within 60 feet of it, revealing to it a paradox in the space-time continuum. The target must make a DC 18 Wisdom saving throw, taking 42 (12d6) psychic damage on a failed save, or half as much damage on a successful one.
Freeze Time(single target)
freeze time for one selected target within 60 feet this takes away the targets turn until next round. The target must make a DC 18 wisdom saving throw, taking 30 psychic damage on a failed save, or half as much damage on a successful one.
Freeze time (Group)(Recharge 8-9)
freeze time for everything within 80 feet for 2 turns.
Enter the description for how bonus actions work for your monster here.
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.
Wrap Gate. Any attack that should kill Alex will reduce him to 1 hp and he will auto dodge the next 5 attacks.(can only be activated once per day)
Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Description
Enter a general description for your monster here.
Lair and Lair Actions
Enter a description of your monster's lair here.
Lair Actions
On initiative count # (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:
- Enter a description for a lair action.
- Enter a description for a lair action.
Regional Effects
The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:
- Enter a regional effect description.
- Enter a regional effect description.
If the [monster name] dies, these effects fade over the course of #d# days.
Previous Versions
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8/29/2021 8:45:06 PM
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1
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Coming Soon
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