Clockwork: The beast moves fast enough to appear like a blur and gives disadvantage to all who fail a perception check whenever it moves. Save DC is 20.
Spellcasting. Chronos Mechanus is a 10th level spellcaster. Its spellcasting ability is intelligence (spell save DC 21 +13 to hit with spell attacks). It has following spells prepared:
Cantrips (at will): Time Stop, Blink
Melee Attack: Melee Weapon Attack: +16 to hit, reach 20ft., 1 target. Hit: 5d12+10 radiant damage.
Ranged Attack: Ranged Weapon Attack: +16 to hit, range 300/900 ft., all targets in 15 ft radius of impact point. Hit: 3d12+10 radiant damage.
Multiattack: Chronos Mechanus gets 2 attacks per turn.
Mechanical Grasp: Grabs any target within 20ft of him and gives them the Grappled and Restrained condition. The target takes 1d12 of damage for every round it spends in the grasp and requires a STR Save DC of 25. They can also roll Acrobatics with a DC of 25 to escape. This can be done on the targets turn if it wants.
Reverse Time: If attacked, roll a d20, on a 15 or above anything done during that turn will be reset, the player takes that turn again rerolling anything they do. (Recharge: roll a d6 at the beginning of its turn and on a 5-6 it can do it again)
Time Freeze(2/day): Chronos Mechanus freezes time for everything within 100ft of him for 3 turns. During this it can do whatever it wants while following the action rules.
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
The god of machinery, Mechanus was beaten by TL-735 “Watch” and now serves him as a time lord and machine god.
A sphere inside his chest glows yellow through the armour. If it is attacked there it takes 3d12 Damage and cannot use its time-bending abilities on that turn. However it is guarded by revolving discs and if something tries to attack it. Gains a +10 to AC for that attack.
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
| Name | Date Modified | Views | Adds | Version | Actions |
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1/28/2023 6:07:02 PM
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7
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1
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5E
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1/28/2023 6:11:48 PM
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5
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1
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1/28/2023 6:14:11 PM
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1
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1
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Coming Soon
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1/28/2023 6:15:47 PM
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2
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1
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Coming Soon
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