Familiar.
the cronofly can be summoned as a familiar, but can brake the bond willingly at any time if it feels treated unfairly. Wile it is touching you it can show you all the memory’s it has taken from other creatures.
Memory spike.
the cronofly reaches into the memory’s of the target and absorbs a memory into its mind dealing 1 psychic damage and the target must succeed DC 5 wisdom check or forget one minor event that happened within the last hour.
Memory stop.
1 per day. The cronofly can enter a plane called time space. Time space is an area that mirrors the terrain around the cronofly for 120 feet. If it moves out of the zone time space is exited and it appears where it was when time space was exited. Wile in time space everything on the material plane is stoped, bun only fore cronoflys. In time space cronoflys do not age and can interact with other cronoflys freely. Time space allows cronoflys to use there most powerful abilities. When in time space cronoflys can search through the memory’s of all creatures within the 120 foot circle. They can attempt to steal 1 memory with a DC 13 intelligence check. The DC increases by 2 for every extra memory stolen. If the DC fails the cronofly only remembers fragments of what it attempted to steal.
Mind lockdown.
if a creature try’s to enter the cronoflys mind or steal a memory the cronoflys mind go’s into lockdown. Throwing the intruder out of its head and increasing the original DC by 5.
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
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
Cronoflys look like oversized butterflies with curved wings that have a pattern that looks like a stained glass window. They also have large puffy antenna they use to communicate with each other and trusted companions telepathically.
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.
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