Multiattack. This creature may make two attacks of different names.
Action Name. Enter the description for your action.
Claw. Melee Weapon Attack: +3 to hit, reach 5 ft., 1 target. Hit: 6 (1d6 + 3) [slashing] damage. Next ranged attack has +1 to hit.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., 1 target. Hit: 8 (1d8 + 4) [piercing] damage. Next melee attack has advantage. If the target is tiny or smaller then this attack has advantage and an additional +5 to hit. On a hit if the target is tiny or smaller then it is swallowed. A swallowed creature first takes 1d6 psychic damage for being swallowed and then enters the Chrono Shifter's stomach which to a tiny creature would appear 60ft by 30ft by 30ft roughly a creature that starts its turn in the Chrono Shifter's stomach takes 2d4 acid damage and must make a Constitution Saving throw DC14. They may choose to try and get out through the Chrono Shifter's Intestines or through its mouth. If they succeed they gain 1 success in a direction of their choice and -1 success in the other direction. It takes 5 successes to exit out of its mouth but upon the fifth success the creature exits prone 5ft from the Chrono Shifter's mouth. It takes 3 successes to force yourself to be pooped out by the Chrono Shifter. Upon the 3rd success you take 1d4 psychic damage and exit prone 5ft from the Chrono Shifter's butt.
Temporal Quills Blue. Ranged Weapon Attack: +3 to hit, range 5/30 ft., 3 target. Hit: 5 (1d4 + 3) [piercing] damage. The target loses 5 spd and -1 to hit.
Temporal Quills Red. Ranged Weapon Attack: +3 to hit, range 5/30 ft., 3 target. Hit: 9 (3d4 + 3) [piercing] damage. The target gains 5 spd and -1 to hit.
Temporal distortion field. As a bonus action the Chrono Shifter secretly chooses a point within 60ft. An invisible temporal distortion field appears in a 15ft radius around that point. Each 5 ft of movement towards the center halves the creature who is moving towards the center's movement. This effect is ended once they leave the temporal distortion field and lessens as they near the edges of it. This field lasts for 1 hour and cannot effect the Chrono Shifter or anyone covered in temporal energy.
Temporal scream. As a bonus action the Chrono Shifter utters the mind-breaking shriek that forces all creatures within 100 ft who can hear it to make a DC15 Wisdom saving throw or take 3d6 damage. Half as much on a success.
Temporal Aura Shift. As a bonus action the Chrono Shifter changes color. Chrono shifter can be up to two colors at once. If it changes color but already is two colors then the one that it has been the longest is replaced. At the beginning of combat it already has two colors active treat the one you determine first as the oldest. It chooses one of the following colors at random, each of which has a unique effect:
Red: Gains advantage on damage rolls and deals an additional 3 damage on each attack even if it misses.
Blue: Ac rises by 5 against non-magical attacks and takes half damage when hit by a non-magical attack. The other half goes back at the attacker as an attack with the same rolls and effects.
Green: Heals 2d6 at the beginning of each of its turns and heals for half the amount of damage it deals on each of its attacks. Temporal Quill attacks gain thin fleshy strands connecting the quills to the Chrono Shifter. Whenever hit by a Quill attack you are grappled and until the quill is wrenched out for 1d4 damage take 1d4 damage on each of your turns and the Chrono shifter heals that amount. The healing can be stopped by cutting the strands on the quills. While grappled by a quill on each of your turns you are pulled 5ft closer to the Chrono Shifter.
Purple: Ac rises by 5 against magical attacks and takes half damage when hit by a magical attack. The other half goes back at the attacker as an attack with the same rolls and effects.
Yellow: Whenever it makes a quill attack the damage is changed to bludgeoning as it's quills are replaced by small yellow bulbs, the quill attack's effects are negated and their damage reduces to 1d4+4. After damage the ball becomes a Temproling which immediately takes 1d4 bludgeoning damage. Temprolings have 5 hp 10 for all of their stats an Ac of 8 a spd of 25ft and one random attack of its parent Chrono Shifter. In addition they have 1 random color except for yellow or green. If it misses it continues traveling past its target until it reaches its max range and becomes a Temproling but doesn't take any damage upon birth.
Orange: Gains advantage on attack rolls and attacks do another 2d4 fire damage 2 rounds after they first deal damage as the wound explodes. This is represented by after initial damage is dealt a giant fiery orange boil appearing where the wound was. Popping this boil makes the wound explode immediately rather than later.
Brown: Attacks gain an additional 1d4 poison damage. The target of attacks when hit must make a DC14 Constitution save or be poisoned for 1 hour in addition when they fail this save they take 1 additional damage from all attacks and 1d4 poison damage whenever it makes an attack. All of these effects end after 1 hour. Note that this is cumulative and may stack up to 100 times though they all share the oldest timer.
Black: Attacks gain an additional 1d4 necrotic damage and whenever hit a creature must make a DC16 Constitution or be shrunk 1 size for 5 hours minumum size is teensy weensy which is about .1 inch tall and is 5 sizes smaller than tiny. (Stackable)
White: Attacks gain an additional 1d4 radiant damage and whenever hit a creature must make a DC16 Wisdom or have all enemies have +1 to hit them and -1 on all die rolls for 5 hours.
Pink: When this creature hits another creature that creature must make a Charisma saving throw DC14 or lease control to the Chrono Shifter. Its consciousness is displaced from their body. While it is displaced its strength dexterity and constitution are -5. You are invisible, lose all attacks and abilities and are a spirit. As an action you may make a contested wisdom check with a non Chrono Shifter creature within 5ft. If you win then you take partial control of its body until your body is free of the control of the chrono shifter. You share that creature's space and as a free action may un-possess it. Every other round you may take its turn for it while you possess it.
Time Dodge. As a reaction, when someone attacks the Chrono Shifter the attack is made with disadvantage, it loses 5 spd and if it misses by 5 or more then the next time the Chrono Shifter attacks that creature then it has advantage.
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
A creature covered in a thin skin of temporal energy which it uses to alter the world around it. It is quite adept at altering the nature of its prey but all its effects fade after it dies. It often changes the aura of its temporal skin in attempts to kill and or eat them. It sets its temporal distortion fields about its layer in attempts to trap and vulnerablize its prey. Usually it has about 1d6 fields set around its layer. Its temporal energy shell can only be destroyed by a creature(s) inside the chrono shifter dealing over 30 damage in one round to it. When its shell is broken all of its attacks lose effects and modifiers, it loses all colors, loses all bonus actions, time dodge and can no longer use any quill attacks. The shell can regenerate after 1d4 rounds. Its shape resembles vaguely a chupacabra with quills and six legs covered in a shimmering sheen of temporal energy which takes on the colors of whatever its aura is.
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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