Medium Humanoid, Any Alignment
Armor Class 23 (Warped Time)
Hit Points 135 (18d8 + 54)
Speed 30 ft.
STR
11 (+0)
DEX
16 (+3)
CON
16 (+3)
INT
20 (+5)
WIS
14 (+2)
CHA
16 (+3)
Saving Throws CON +10, INT +12, WIS +9
Skills Arcana +12, History +12, Insight +9, Perception +9
Senses Truesight 120 ft., Passive Perception 19
Languages Common plus up to five other languages
Challenge 24 (62,000 XP)
Proficiency Bonus +7
Traits

Legendary Resistance (3/Day). If the Chronal Master fails a saving throw, it can choose to succeed instead.

Time Stutter. If the Chronal Master would be targeted by a Spell or Attack, they may choose to stop time as a reaction. When the Chronal Master stops time, they may immediately take a full turn, during which, nobody may use their reaction or make opportunity attacks. So long as they move at least 5 feet from where they were standing, any Attacks that were directed at them miss, even if they are still within range of the attacker, and as long as they are no longer in the area a spell would effect, the spell misses them and they are completely unaffected by the spell.

Spellcasting. The chronal master is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 20, +12 to hit with spell attacks). The Chronal Master has the following wizard spells prepared:

Cantrips (at will): mage hand, prestidigitation, ray of frost

1st level (4 slots): detect magic, magic missile, shield, thunderwave

2nd level (3 slots): acid arrow, detect thoughts, invisibility, mirror image

3rd level (3 slots): slow, counterspell, dispel magic, fireball

4th level (3 slots): polymorph, dimension door

5th level (3 slots): modify memory, scrying

6th level (1 slot): disintegrate, globe of invulnerability

7th level (1 slot): mordenkainen's sword, plane shift

8th level (1 slot): dominate monster, power word stun

9th level (1 slot): time stop

Legendary Actions

The Chronal Master 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. The Chronal Master regains spent legendary actions at the start of its turn.

Cantrip.

Stop Time (2 Actions). The Chronal Master can cast time stop without expending a spell slot.

Rewind (2 Actions). The Chronal Master can erase the effects of the creature's turn that just occurred, making it so that nothing that happened during that turn happened, but Initiative is still passed.

 

 

erasedisknow

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