Temporal Body. When a Chronoid is subjected to a slow spell, haste spell, or similar effect, it automatically succeeds on any saving throws required by the spell or effect and regains 13 (3d8) hp.
Missed Opportunity. The Chronoid is resistant to all damage done on opportunity attacks.
Great Timing. Chronoids have advantage on initiative rolls in their layer.
Longsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit 16 (3d8+4) slashing damage. The target makes a DC 15 wisdom saving throw or gets sliced into two timelines in which the second timeline appears within 5 feet of the original target. The second timeline gains its own initiative and shares all the same abilities and stats with the original target. The remaining hp and the hp maximum are split over the two targets. Any damage or effect targets both targets as only the target experiences two versions of themselves. Both versions of the target can move into the same location to sync back up and end the effect.
Exhaust fumes. Within a 20 ft. cube, all creatures are blinded. All breathing creatures must also make a DC 14 Constitution saving throw taking 14 (4d6) poison damage on a failed save or half as much on a successful one. The fumes linger for 1 minute
Major repairs. The Chronoid heals for 18 (4d8) hitpoints
Steal Time. The Chronoid steals time from one creature it can see within 30 feet of it, drawing the stolen time into itself. The target must make a DC 16 Wisdom saving throw. On a failure, the target’s speed is halved, and it can take either an action or a bonus action on its turn, but not both for 1 minute. Then, the chronalmental’s position in the initiative order increases by 10, its speed increases by 30 feet, and it can make one additional Longsword attack. The target can repeat the saving throw at the end of each of its turns, ending the effects on itself and the Chronoid on a success. A creature can not be targeted for 24 hours after it succeeds.
Just a memory? (Recharge 5–6) The Chronoid travels back in time and uses an attack or spell that previously hit a creature to hit them again. The attack uses the same attack bonus and damage dice as previously and the target can use the same saving throw if applicable.
Flying Sparks. All creatures in a 30 ft. cone make a DC 14 dexterity save taking 7 (3d4) fire damage on a failed save or half as much on a successful one.
Minor Repairs. The Chronoid gains 9 (2d8) hitpoints
Teleport. (recharge 4-6). The Chronoid teleports 30 ft. in any direction.
Recall. (recharge 5-6). A creature within 30 ft. of the Chronoid makes a DC 17 wisdom save on a failed save it is returned to an unoccupied space within 60 feet that it occupied within the last minute.
Second try. (3/Day). The Chronoid can get advantage on a saving throw after knowing it failed the saving throw.
Step Between Seconds (Recharge 4–6). When a creature the Chronoid can see moves within 5 feet of it, the Chronoid can teleport, along with any equipment it is wearing or carrying, to an unoccupied space within 60 feet that it occupied within the last minute.
The Chronoid can take a number of legendary actions according to the Time drift table, 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. The Chronoid rerolls amount of legendary actions during the Time Drift layer action. This creature does not have legendary actions outside of his layer.
Longsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit 16 (3d8+4) slashing damage. The target makes a DC 15 wisdom saving throw or gets sliced into two timelines in which the second timeline appears within 5 feet of the original target. The second timeline gains its own initiative and shares all the same abilities and stats with the original target. The remaining hp and the hp maximum are split over the two targets. Any damage or effect targets both targets as only the target experiences two versions of themselves. Both versions of the target can move into the same location to sync back up and end the effect.
Exhaust fumes. Within a 20 ft. cube, all creatures are blinded. All breathing creatures must also make a DC 14 Constitution saving throw taking 14 (4d6) poison damage on a failed save or half as much on a successful one. The fumes linger for 1 minute
Just a memory? (Recharge 5–6). (Costs 2 actions). The Chronoid travels back in time and uses an attack or spell that previously hit a creature to hit them again. The attack uses the same attack bonus and damage dice as previously and the target can use the same saving throw if applicable.
Time Stop (Recharge 4-6). (Costs 3 actions). Untill the Chronoids next turn time is stopped and all inanimate objects do not move unless held by a creature or animate object. This means that any ranged attack is frozen in midair the second it is released. When time restarts all ranged attacks are still used but at disadvantage. If the target of the ranged attack needs to make a saving throw it is made with advantage.
Circadian Rhythmless. (2/day). (Costs 3 actions). A creature must succeed on a DC 15 Wisdom saving throw or be paralyzed for a minute. The creature can use their action(s) to reroll their save.
Legendary repairs. (2/day). (Costs 3 actions). The Chronoid heals for 27 (6d8) hitpoints
Description
Chronoid, Guardian of Gyria's Temporal Sanctum
The Chronoid, a marvel of Gyrian artifice, stands as a guardian woven with the essence of time. Clad in sleek steel and adorned with rhythmic gears, it brandishes a sword that rends not only foes but the very fabric of timelines.
With the Circuit of Chronos in its chest, it moves seamlessly through seconds, teleporting to spaces it once occupied. The clock-like gaze of the Chronoid holds the wisdom of countless moments. It deftly manipulates time, recreating past attacks and unleashes disorienting fumes, blinding and poisoning foes.
The Chronoid, a sentinel of Gyria's temporal sanctum, defends not just its country but the very threads of time itself.
Lair and Lair Actions
A Chronoid can make nearly any location its layer as nearly all locations are restricted by the laws of time. If a Chronoid spends enough time in a location the regional effects will cause this to be its lair
Regional Effects
On initiative count 30 (losing initiative ties), the Chronoid lair takes an action to cause the following effects:
- Time drift: Every creature is affected by the altered time in a Chronoids layer. When Time drift occurs every creature rerolls their initiative. This same roll is used for the amount of actions and movement a creature has.
|
Initiative |
Action |
Bonus Action |
movement |
Legendary actions ( if applicable ) |
|
Natural 1 |
0 |
1 |
X0.25 |
0 |
|
2-4 |
1 |
0 |
X0.50 |
1 |
|
5-7 |
Or 1 |
Or 1 |
X0.75 |
2 |
|
8-14 |
1 |
1 |
X1 |
3 |
|
15-17 |
2 |
1 |
X1.5 |
4 |
|
18-20 |
2 |
2 |
X2 |
5 |
|
21 + |
3 |
3 |
X3 |
6 |
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
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12/28/2023 8:38:26 PM
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3
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1
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Coming Soon
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