Medium Construct, Neutral
Armor Class 16 natural armor
Hit Points 67 (9d8 + 27)
Speed 30 ft.
STR
12 (+1)
DEX
14 (+2)
CON
16 (+3)
INT
17 (+3)
WIS
14 (+2)
CHA
10 (+0)
Saving Throws INT +6, WIS +5
Skills Arcana +6, History +6
Damage Immunities Poison
Condition Immunities Exhaustion, Paralyzed, Petrified, Poisoned
Senses Darkvision 60 ft., Passive Perception 12
Languages any four languages
Challenge 7 (2,900 XP)
Proficiency Bonus +3
Traits

Spellcasting. The chronomancer is a 9th-level spellcaster. Its spellcasting ability is Intelligence (save DC 14, +6 to hit with spell attacks). The chronomancer has the following wizard spells prepared:
Cantrips (at will): blade ward, light, mage hand, ray of frost, prestidigitation
1st level (4 slots): detect magic, expeditious retreat, magic missile, shield
2nd level (3 slots): hold person, misty step
3rd level (3 slots): blink, haste, slow
4th level (3 slots): banishment, dimension door
5th level (1 slot): cone of cold

Actions

Unmake. The chronomancer choses one creature it can see within 60 feet of it, causing the target's flesh to rapidly age and decompose. The target must make a DC 14 Constitution saving throw, taking 16 (3d10) necrotic damage on a failed save, or half as much damage on a successful one.

 

Reactions

Slow Projectile. If the chronomancer is targeted by a ranged attack, it can alter the flow of time nearby, causing incoming projectiles to slow down. Until the start of its next turn, the chronomancer has a +10 bonus to AC against ranged attacks.

Description

[This monster was originally created by Reddit user /u/StoneStrix, moderator of /r/monsteraday, and has been submitted to D&D Beyond with his express permission.]

Clockwerk66

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