Legendary Resistance (3/Day). If Cronos fails a saving throw, he can choose to succeed instead.
Timeless Body. Cronos does not age, and magical aging effects do not affect him.
Reaper's Presence. Creatures within 30 feet of Cronos must make a DC 24 Wisdom saving throw at the start of their turns. On a failed save, the creature's speed is reduced to 0, and it can't take reactions until the start of its next turn. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Magic Resistance. Cronos has advantage on saving throws against spells and other magical effects.
Incorporeal Movement. Cronos can move through other creatures and objects as if they were difficult terrain. He takes 10 (3d6) force damage if he ends his turn inside an object.
Multiattack. Cronos makes three sickle attacks.
Sickle. Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: 50 (6d10 + 10) slashing damage plus 30 (6d10) necrotic damage. The target must succeed on a DC 24 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Temporal Strike (Recharge 5-6). Cronos targets one creature he can see within 120 feet and sends it backward in time. The target must succeed on a DC 24 Wisdom saving throw or be incapacitated and restrained for 1 minute. The target reappears in the space it occupied at the end of Cronos' next turn. The target can attempt a new Wisdom saving throw at the end of each of its turns, ending the effect on itself on a success.
Cronos 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. Cronos regains spent legendary actions at the start of his turn.
- Sickle Strike. Cronos makes one sickle attack.
- Temporal Shift (Costs 2 Actions). Cronos magically shifts through time, gaining advantage on all attacks and saving throws until the end of his next turn.
- Time Freeze (Costs 3 Actions). Cronos manipulates time within a 60-foot radius centered on himself. All creatures in that area must make a DC 24 Wisdom saving throw or be restrained for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Description
Lair and Lair Actions
On initiative count 20 (losing initiative ties), Cronos takes a lair action to cause one of the following effects:
- Time Distortion. Cronos targets one creature within 60 feet and manipulates time around it. The target must make a DC 24 Wisdom saving throw or be transported to a different plane of existence. The target can attempt a new saving throw at the end of each of its turns, reappearing in the same spot it vanished from on a success.
- Rewind Time. Cronos shifts time backward within a 60-foot radius centered on himself. All creatures, except for himself, must make a DC 24 Wisdom saving throw or be moved back in time, returning to their previous positions and health points as they were at the start of their last turn.
- Temporal Rift. Cronos opens a temporal rift in a 30-foot line that is 10 feet wide and 120 feet long. Creatures in that area must make a DC 24 Dexterity saving throw or be pulled 30 feet backward along the rift's path. On a failed save, they also take 45 (10d8) force damage.
- Temporal Siphon. Cronos draws temporal energy from the region around him, regaining 50 hit points.
- Time Manipulation. Cronos bends time to his advantage. He gains an additional legendary action on this turn.
- Temporal Shift. Cronos shifts the lair's timeline, causing the area to become heavily obscured with swirling temporal energies. All creatures within the lair are affected as if under the effects of the fog cloud spell.
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Temporal Lock. Cronos can prevent any creature from leaving the lair for 1 minute, as if under the effects of the dimensional anchor spell. The creature can repeat the saving throw at the end of each of its turns to end the effect early.
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Eternal Time. Cronos attempts to halt the flow of time for a creature within 120 feet, causing it to be petrified. The target must succeed on a DC 24 Wisdom saving throw or be restrained for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
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Time Surge. Cronos summons temporal energies, causing one creature within 60 feet of him to make a DC 24 Constitution saving throw. On a failed save, the creature ages rapidly, taking 66 (12d10) necrotic damage, and has disadvantage on attack rolls and ability checks for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Regional Effects
The region containing Cronos' lair is warped by his malevolent presence, creating the following effects:
- Time Warp. Time flows erratically in a 1-mile radius around Cronos' lair. Travelers may experience sudden time jumps, causing them to arrive at their destination sooner or later than expected. This effect may also cause temporal echoes, where past or future events momentarily manifest in the present.
- Accelerated Aging. All creatures within 5 miles of Cronos' lair age at an accelerated rate, causing them to suffer the effects of one additional year passing each day. This effect can be suppressed while within the region of the lair.
- Temporal Distortions. In a 1-mile radius around Cronos' lair, time appears to slow or speed up at random intervals. This can cause effects such as plant growth and decay, water flowing backward, or sudden bursts of energy. The area becomes hazardous and unpredictable.
- Temporal Stasis. Within Cronos' lair, time is slowed to a crawl. Creatures must succeed on a DC 24 Wisdom saving throw at the start of their turns to act normally. On a failed save, the creature's turn is skipped, and it can attempt another saving throw at the end of each of its turns.
- Chrono Disruption. The flow of time becomes unstable within a 500-foot radius around Cronos' lair. Magical effects that involve time manipulation have a 50% chance to fail or produce unpredictable results.
- Time Dilation. Time slows down or speeds up for different creatures and objects, causing strange phenomena. Perception and movement speeds can be affected randomly within the area around the lair.
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