Medium Aberration, Neutral
Armor Class 19 (natural armor)
Hit Points 200 (24d10 + 56)
Speed 30 ft.
STR
12 (+1)
DEX
25 (+7)
CON
18 (+4)
INT
18 (+4)
WIS
10 (+0)
CHA
5 (-3)
Saving Throws DEX +12, INT +9
Skills Perception +8
Damage Resistances Necrotic, Radiant; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Psychic
Condition Immunities Charmed, Exhaustion, Frightened, Petrified
Senses Truesight 60 ft., Passive Perception 18
Languages Understands all spoken language, but cannot speak
Challenge 14 (11,500 XP)
Proficiency Bonus +5
Traits

Out of Phase. The Chronoreaper has no order in the initiative. Instead, it can choose to take its turn for this round at the end of any other creature’s turn.

Inevitable March. The Chronoreaper is immune to any effect that would reduce its available speed on a turn, including difficult terrain, as well as being immune to the effects of Time Stop and Slow. In addition, by spending 1 minute concentrating, it can overcome almost any barrier intended to keep it at bay in a way that takes the least effort. The only barriers it cannot overcome are those created by the effects of a Wish spell, or those created by deities of time.

Actions

Multiattack. The Chronoreaper makes three Phasing Slash attacks. It can replace one of these attacks with any of its other actions.

Phasing Slash. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: (2d10+7) slashing damage. The Chronoreaper can move up 10 feet without provoking opportunity attacks.

Temporal Rip. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: (1d8+7) slashing damage. The target makes a Wisdom saving throw, DC 17. On a failure, the target is temporarily ripped from its own timeline and relives a past moment. The Chronokeeper can choose any single instance of damage or effect the target took within the last minute, and apply it again. This damage cannot be used for this effect again in the future.

Phantom Blink (Recharge 6). The Chronoreaper blinks briefly out of time to a period in the future, and then instantly returns to a point it can see up to half of its speed away. After 1d4 creature’s turns have passed, that version of the Chronoreaper appears at the point where the original Chronoreaper used this ability. It makes one full turn, during which, it cannot use Phantom Blink or No More.  Any damage it takes is instead transferred to the original Chronoreaper. After that turn, it disappears. If it does not end its turn in the space the Chronoreaper originally chose to reappear in, the original Chronoreaper takes 4d10 Force damage.

No More (1/day). The Chronoreaper casts the Time Stop spell.

Legendary Actions

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

Detect. The Chronoreaper makes a Wisdom (Perception) check.

Phasing Slash. The Chronoreaper makes one Phasing Slash attack.

Temporal Rewind (Costs 3 Actions). The Chronoreaper chooses one weapon attack, class feature, or spell that the previous creature used on its turn. Time is rewritten so that the action never occurred.

Description

The universe has many constants. Matter, energy, time, and space, all of these dancing in an endless waltz of a scale beyond the comprehension of any mortal being. This waltz is unbreakable, a rigid rule performed throughout the multiverse. Nothing could shake these dauntless dancers from their great and perfect rhythm.

Nothing, that is, other than meddling mortals, far too power-hungry for their own good.

Where these laws, these dances, are pushed and strained and broken entirely, something must come to clean the messes. There are others. But to deal specifically with violations of time, the universe sends a Chronoreaper.

Masters of time, Chronoreapers are incredibly powerful creatures as old as the universe itself. They stand vigilant at the edge of space, waiting, watching for anywhere their laws are put to strain.

And when one finds a break, it will not rest until the break is righted. Whatever the cost.

CptPuddleboat

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