Medium Construct, Lawful Neutral
Armor Class 18 (natural armor)
Hit Points 135 (18d8 + 54)
Speed 40 ft.
STR
16 (+3)
DEX
14 (+2)
CON
16 (+3)
INT
20 (+5)
WIS
16 (+3)
CHA
15 (+2)
Saving Throws INT +10, WIS +8
Skills Arcana +10, History +10, Investigation +10
Damage Resistances Lightning, Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Adamantine
Damage Immunities Poison
Condition Immunities Charmed, Exhaustion, Frightened, Petrified, Poisoned
Senses Darkvision 120 ft., Truesight 15 ft., Passive Perception 13
Languages All
Challenge 15 (13,000 XP)
Proficiency Bonus +5
Traits

Reanimation Protocol. When the chronomancer's hit points are reduced to zero it makes a DC 10 constitution saving throw, on a success it reassembles itself and regains 40 (9d8) hit points. Each time the chronomancer uses this feature after the first, the DC increases by 5. When it finish a short or long rest, the DC resets to 10.

Immutable Form. The chronomancer is immune to any spell or effect that would alter its form.

Temporal Awareness. The chronomnacer can add its Intelligence modifier to its initiative rolls (+5).

Magic Resistance. The chronomancer has advantage on saving throws against spells and other magical effects.

Living Metal. The chronomancer regains 10 hit points at the start of its turn. If the chronomancer takes acid damage, this trait doesn't function at the start of the chronomancer's next turn. The chronomancer dies only if it starts its turn with 0 hit points and doesn't regenerate.

Dynastic Advisor. The chronomancer is a grand advisor to the ruling phaeron, granting them some command over the vast legions. All friendly creatures within 120 feet of the chronomancer and can see it can't be surprised and gain advantage on ability checks. 

Spellcasting. The chronomancer is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 18, +10 to hit with spell attacks). The chronomancer can cast gift of alacrity* and fortune's favor* at will and has the following wizard spells prepared:

Cantrips (at will): fire bolt, light, mage hand, mind sliver, prestidigitation

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

2nd level (3 slots): wristpocket, mirror image*, vortex warp

3rd level (3 slots): dispel magic, haste, pulse wave

4th level (3 slots): arcane eye, resilient sphere, sickening radiance

5th level (3 slots): synaptic static, scrying, temporal shunt

6th level (1 slot): globe of invulnerability

7th level (1 slot): teleport

8th level (1 slot): antimagic field

9th level (1 slot): time stop

*The chronomancer casts these spells on itself before combat.

Actions

Multiattack. The chronomancer makes two attacks with its aeonstave; it can replace these attacks with four chrono tendril attacks. 

Chrono Tendrils. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage. 

Aeonstave. Ranged Weapon Attack: +10 to hit, range 90 ft./180 ft., one target. Hit: 9 (1d8 + 5) force damage. A creature hit by this attack must make a DC 17 Constitution saving throw or be encased in a field of energy causing time to slow for them. While trapped in this way a creature is considered paralyzed. A creature is trapped in the field for the next minute or until it takes damage. 

Bonus Actions

Chronometron. The chronomancer chooses a friendly creature within 30 feet of it. Until the start of his next turn the chosen creature have advantage on the next attack roll, ability check or saving throw it makes, additionally other creature have disadvantage on attack rolls against the chosen creatures. 

Reactions

Temporal Shunt.  When a creature you can see makes an attack roll or starts to cast a spell, they must succeed on a Wisdom saving throw or vanish, being thrown to another point in time and causing the attack to miss or the spell to be wasted. At the start of its next turn, the target reappears where it was or in the closest unoccupied space. The target doesn’t remember you casting the spell or being affected by it. 

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. All targets must be within 30 feet of each other.

Chronal Shift (2/day). The chronomancer exert its limited control over the flow of time around a creature. As a reaction, after you or a creature you can see within 30 feet of you makes an attack roll, an ability check, or a saving throw, you can force the creature to reroll. You make this decision after you see whether the roll succeeds or fails. The target must use the result of the second roll.

Timesplinter Mantle. Whenever a creature the chronomancer can see hits it with an attack roll, the chronomancer can use its reaction to roll a d6. On a 4 or higher, the attack instead misses, regardless of its roll.

Description

Special Equipment: When determining loot for a battle with this creature include these items if it is killed. 

staff of fate

Previous Versions

Name Date Modified Views Adds Version Actions
9/23/2025 12:53:11 AM
56
9
1.0
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Habitat: DesertUnderwater

IsaiahGK

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