Temporal body. When a chronomental is subjected to a [slow] spell, [haste] spell, or similar effect, it automatically succeeds on the saving throw and regains 13 (3d8) hit points.
Multiattack. The chronomental makes 1d4 + 1 slam attacks.
Slam. Melee Weapon Attack: +8 to hit, reach 5 ft, one target. Hit: 16 (2d10 + 5) bludgeoning damage.
Steal Time (1/Day). The chonomental targets one creature it can see within 30 feet of it. The targeted creature must make a DC 16 Wisdon saving throw. On a failed saving throw, the chronomental draws some of the creature's time into itself and gains +10 to its position in initiative order. In addition, the target's speed is reduced by half, it cant take reactions, and it can take either an action or a bonus action on its turn, but not both. While it is stealing time, the chronomental's speed increases by 30 feet, and when it takes the multiattack action, it can make an additional slam attack. The targeted creature can repeat the saving throw at the end of its turns, ending the effect on a success.
Displace (Recharge 5-6). The chronomental targets one creature it can see within 30 feet of it. The target must succeed on a DC 16 Wisdon saving throw or be magically shunted outside of time. The creature dissapears for 1 minute. As an action, the displaced creature can repeat the saving throw. On a success, the target returns to itspreviously occupied space or the nearest unoccupied space.
Step Between Seconds. When a creature the chronomental can see moves within 5 feet of it, the chronomental can shift itself to a place it has occupied in the past, teleporting up to 60 feet to an unoccupied space, along with any equipment it is wearing or carrying.
Description
A chronomental is difficult to pin down, and it may appear as a large-man shaped absence in the air that reveals first a field of stars, then a contorted rainbow of colored bands, then a brilliant white light, strobing in and out of existence.
Fluid as Time. Shifting between the past, present, and future, chronomentals are formed from temporal energy. They flow like sand in an hourglass and exist between the tickings of a clock. The first chronomentals were forged from the extra time left over from the beggining of the universe. Many served as shock troopers in the unfathomable wars between angels and fiends or gods and ancient titans. Most were lost between the seconds or abandoned to drift aimlessly in the astral plane or in the void between the stars
Stewards of Calamity. Locations of historical significance–both past and future– attract chronomentals. They have a fondness for battlefields and other sites of strife. Because they are drawn to noteworthy places, chronomentals have a reputation as harbingers of calamity, and their precence may incite panic among scholars, priests, and sages.
Environmental Chaos. Whatever the terrain, the environment behaves stangely around the chronomental. Collapsed walls might suddenly rise, seedlings become massive trees, and fallen soldiers relive their dying moments. These changes occur randomly a side-effect of a chronomental's presence, and things return to normal when they depart.
A chronomental does not require air, food, drink, or sleep.
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Posted Feb 9, 2024This is not my creation, this is from Kobold Press' "Tome of Beasts" (vol 1). This is just an adaptation into DDB hope you enjoy it.