Medium Construct, Neutral
Armor Class 18 natural armor
Hit Points 150 (20d8 + 60)
Speed 30 ft.
STR
12 (+1)
DEX
14 (+2)
CON
16 (+3)
INT
20 (+5)
WIS
14 (+2)
CHA
14 (+2)
Saving Throws INT +10, WIS +7
Skills Arcana +15, History +15
Damage Immunities Poison
Condition Immunities Exhaustion, Paralyzed, Petrified, Poisoned
Senses Darkvision 60 ft., Passive Perception 12
Languages All
Challenge 14 (11,500 XP)
Proficiency Bonus +5
Traits

Magic Resistance. The chronomancer has advantage on saving throws against spells and other magical effects.
Spellcasting. The chronomancer is a 20th-level spellcaster. Its spellcasting ability is Intelligence (save DC 18, +10 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 (3 slot): cone of cold, wall of force
6th level (1 slot): globe of invulnerability
7th level (1 slot): teleport
8th level (1 slot): maze
9th level (1 slot): time stop
Stretch Time (Recharge 5-6). The chronomancer can take on additional action on its turn.

Actions

Expose Paradox (Recharge 5-6). The chronomancer choses one creature it can see within 60 feet of it, revealing to it a paradox in the space-time continuum. The target must make a DC 18 Wisdom saving throw, taking 42 (12d6) psychic damage on a failed save, or half as much damage on a successful one.

 

Reactions

Rewind. When the chronomancer or another creature makes an attack roll, saving throw, or ability check, it must remake the roll and use the new result.

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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