Special Trait Name. Titan of Time, can turn back time.
Spellcasting. The [Chronos Titan] is a 24-level spellcaster. Its spellcasting ability is [Wisdom] (spell save DC 18, +5 to hit with spell attacks). The [Chronos] has following [Sorceror] spells prepared:
Cantrips (at will): [spell name], [spell name]
1st level (# slots): [spell name], [spell name]
Action Flaming Sword. Melee Weapon Attack: +8 to hit, reach 15 ft., 1 target. Hit: (2d20 + 8) [fire] damage.
Action Fireblast. Ranged Spell Attack: +10 to hit, range 30/150 ft., aoe 20ft x 10ft line. Hit: (5d10 + 5) [fire] damage.
Ignite Sword. Ignites sword with a blue fire dealing +15 bonus fire damage.
Commander of Time. Can cast two melee attacks and one spell per turn.
Fire Shield. Creates a shield of fire 30ft tall x 30ft wide, blocking all incoming damage besides cold and necrotic for 1 round.
Fire Pulse. Upon taking damage, Oceanus creates a pulse of fire. All creatures within a 5ft radius must make a Constitution saving throw of 19 or be pushed back 15ft and take 1d4 fire damage.
Enter the description for how legendary actions work for your monster here.
Time Warp (Costs 2 Actions). Legendary Action Time Warp. On round 7, casts a giant time wave that can reverse time. All players roll to pass a combined Wisdom check of DC45 to stop this spell. If group save is failed, restores Chonos Titan's health to full and grants another action to Chronos Titan.
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
Chronos Titan is a Fire Titan. He is considered a celestial being and is immune to fire and acid damage, and resistant to lightning and radiant damage, but is vulnerable to cold and necrotic damage. He towers at 150ft tall and covers 50ft cubic. He holds a giant sword which can use a bonus action to ignite on fire dealing +15 bonus fire damage.
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.
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