Medium Humanoid, Any Alignment
Armor Class 12 (15 with mage armor)
Hit Points 104 (16d8 + 32)
Speed 30 ft.
STR
9 (-1)
DEX
14 (+2)
CON
14 (+2)
INT
18 (+4)
WIS
12 (+1)
CHA
11 (+0)
Saving Throws INT +8, WIS +5
Skills Arcana +8, History +12
Senses Passive Perception 11
Languages any four languages
Challenge 9 (5,000 XP)
Proficiency Bonus +4
Actions

Multiattack. The chronomancer makes three Arcane Burst attacks.

Arcane Burst. Melee or Ranged Spell Attack: +8 to hit, reach 5 ft. or range 120 ft., one target. Hit: 20 (3d10 + 4) force damage.

Desynchronization. Each creature in a 20-foot cone originating from the chronomancer must make a DC 16 Constitution saving throw. On a failed save, a creature  is magically weakened as it is desynchronized from the time stream. While the creature is in this state, attack rolls against it have advantage and it has the poisoned condition. A weakened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Spellcasting. The chronomancer casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 16):

At will: dancing lights, mage hand, message, prestidigitation

2/day each: dispel magic, expeditious retreat, haste, mage armor, mirror image, slow

1/day each: disintegrate, temporal shunt

Reactions

Time Slip (Recharge 4–6).  The chronomancer halves the damage it takes from an attack made against it, provided it can see the attacker. The chronomancer can then immediately teleport, along with any equipment it is wearing or carrying, up to 30 feet to an unoccupied space it can see.

Description

Chronomancers use magic to manipulate time to their benefit. 


Wizards

Wizards pursue magical power through the study of arcane texts. Some travel the world searching for esoteric tomes, while others train lesser wizards or collaborate with colleagues to create new spells.

Habitat: Urban

JoshuaRay

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