Spellcasting: Zoltar is a 30th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 27, to hit with spell attacks). He has the following wizard spells prepared:
- Cantrips (at will): Mage Hand, Prestidigitation, Ray of Frost, Mage Armor
- 1st-level (4 slots): Mage Armor, Magic Missile, Shield, Mage Hand
- 2nd-level (3 slots): Mirror Image, Misty Step, Invisibility
- 3rd-level (3 slots): Counterspell, Haste, Slow
- 4th-level (3 slots): Dimension Door, Polymorph
- 5th-level (3 slots): Teleportation Circle, Telekinesis
- 6th-level (2 slots): True Seeing, Globe of Invulnerability
- 7th-level (2 slots): Forcecage, Teleport
- 8th-level (2 slots): Maze, Antimagic Field
- 9th-level (2 slots): Time Stop, Wish
Staff of Time: Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: 16 ( ) bludgeoning damage plus 27 ( ) force damage. If the target is a creature, it must succeed on a DC 27 Strength saving throw or be pushed up to 30 feet away and knocked prone.
Chrono Wave (): Zoltar releases a wave of temporal energy in a 60-foot cone. Each creature in that area must make a DC 27 Dexterity saving throw, taking 72 ( ) force damage on a failed save, or half as much damage on a successful one. Additionally, creatures that fail the save are stunned until the end of their next turn.
Chronomancy Mastery: Zoltar can cast the following Chronomancer’s abilities:
-
Chrono Shift: As a reaction when a creature he can see makes an attack roll, ability check, or saving throw, he can force that creature to reroll, using the new result.
-
Temporal Awareness: Zoltar is immune to being surprised, and he can’t be aged magically.
-
Time Stop (3/day): Zoltar can cast Time Stop three times per day as a 9th-level spell.
Timeless Defense: When Zoltar is targeted by an attack, he can use his reaction to magically divert the attack, causing it to miss. The attacker must make a DC 27 Wisdom saving throw. On a failed save, the attacker’s attack misses, and Zoltar takes no damage. On a successful save, the attack hits as normal.
Legendary Resistance (5/Day): If Zoltar fails a saving throw, he can choose to succeed instead.
Zoltar 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. Zoltar regains spent legendary actions at the start of his turn.
-
Quickened Spell (Costs 2 Actions): Zoltar can cast a cantrip or a 1st-level spell from his list of prepared spells.
-
Temporal Shift: Zoltar can teleport up to 120 feet to an unoccupied space he can see.
-
Predict the Future (Costs 3 Actions): Zoltar gains advantage on his next attack roll, ability check, or saving throw.
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
Enter a general description for your monster here.
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.







Comments