Medium Or Small unknown, Any Lawful Alignment
Armor Class 16 (Natural Armor)
Hit Points 70 (12d12 + 21)
Speed 60 ft., Fly 60 ft.
STR
18 (+4)
DEX
25 (+7)
CON
19 (+4)
INT
15 (+2)
WIS
17 (+3)
CHA
20 (+5)
Saving Throws DEX +9, CON +6, CHA +7
Skills Arcana +16, Investigation +16, Perception +16, Sleight of Hand +16, Stealth +16
Damage Resistances Necrotic
Damage Immunities Radiant; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Blindsight 120ft, Truesight 120ft, Passive Perception 20
Languages All Any Language
Challenge 4 (1,100 XP)
Proficiency Bonus +2
Traits

Temporal Awareness. The Temporal Enforcer can sense any creature that is out of its proper Dimension with a 1-mile radius. It has advantage on Wisdom (Perception) checks to detect creature that do not belong in the current dimension. 

Temporal Anchor. When a creature that does not belong in the current dimension  comes within 60 feet of the Temporal Enforcer, it must succeed a Wisdom saving throw DC 17or be paralyzed for 1 minute. While paralyzed in this way, the stasis and cannot be affected by any outside forces, including damage or spells.

Chrono-Strike. When the Temporal Enforcer hits a creature with a melee attack, it can choose to deal an additional Hit: 1 (3d6) [force] damage. The target must succeed on a Constitution Saving Throw or be aged or de-aged by Hit: 1 (1d10) years (Temporal Enforcer's Choice). The aging or de-aging does not change the target's statistics but could have narrative consequences, 

spellcasting. The Temporal Enforcer is a 6-level spellcaster. Its spellcasting ability is [Wisdom (spell save DC 17, +10 to hit with spell attacks). The Temporal Enforcer has following Wizard spells prepared:
Cantrips (at will): Fast-Forward/Reverse, Undo Harm, Chill Touch, Fire Bolts, Mind Sliver
1st level (5 slots): Déjà Vu, Expeditious Retreat, Halt, Absorb Elements, Identify, Shield    
2nd level (4 slots): Hurry/Delay, Borrowed Knowledge, Dragon's Breath, Kinetic Jaunt        
3rd level (4 slots): Haste, Slow, Time's Arrow, Counterspell, Fear, Fireball                            
4th level (3 slots): Curse of Aging, Curse of Youth, Confusion, Evard's Black Tentacles      
5th level (3 slots): Erase, Bigby's Hand, Cone of cold, Synaptic Static

Actions

Temporal Correction. As an action, the Temporal Enforcer can attempt to send a creature that is out of its proper dimension back to its dimension. The target must make a Charisma saving throw DC 17. On a failed save, the creature is banished to its proper dimension. If the target is native to the current dimension, the action fails and the target is not affected.

Chrono-Bolt. Ranged Weapon Attack: +9 to hit, range 60/120 ft., one target. Hit: 19 (3d8 + 6) force damage. On a hit, the target must succeed on a DC 17 Wisdom saving throw or have its actions and movements slowed. While slowed, the target can only take an action or a bonus action (not both) on its turn, and its movement speed is halved until the end of its next turn.

Temporal Disruptor Beam. Ranged Weapon Attack: +9 to hit, range 100 ft., one target. Hit: 22 (4d8 + 4) radiant damage. On a hit, the target must succeed on a DC 17 Charisma saving throw or be shifted slightly out of phase with the current timeline. While out of phase, the target has disadvantage on all attack rolls and saving throws until the end of its next turn.

Bonus Actions

Temporal Mark (Recharge 5-6). The Temporal Enforcer targets a creature it can see within 60 feet, marking it with a pulse of temporal energy. As a bonus action, the Temporal Enforcer can choose one creature within range. The marked creature glows faintly with a green aura, granting advantage on the next attack roll made against it before the end of the Temporal Enforcer’s next turn. If the marked creature moves more than 30 feet in a single turn, it must succeed on a DC 17 Dexterity saving throw or be slowed, halving its movement speed until the end of its next turn.

Chrono-Lock (Recharge 5-6). The Temporal Enforcer can target a creature it can see within 60 feet and attempt to lock it in a temporal stasis. As a bonus action, the Temporal Enforcer can choose one creature within range. The target must succeed on a DC 17 Wisdom saving throw or have its speed reduced to 0 until the end of the Temporal Enforcer’s next turn. This temporal lock also prevents the target from taking reactions until the effect ends.

Reactions

Temporal Backlash. When a creature the Temporal Enforcer can see within 60 feet makes an attack roll or casts a spell, the Temporal Enforcer can use its reaction to disrupt the creature’s actions with a pulse of temporal energy. The target must succeed on a DC 17 Wisdom saving throw or have its action disrupted: an attack roll is made with disadvantage, or a spell fails and is wasted (the spell slot is consumed). Additionally, the target takes 10 (3d6) force damage as the temporal energy lashes out.

Description

The Temporal Enforcer is a formidable robotic entity, its streamlined form cloaked in matte black armor plating that absorbs light, giving it a shadowy and ominous presence. Standing at 10 feet tall and stretching 15 feet in length, it embodies a blend of sleek design and lethal efficiency. Its singular red eye gleams with an intense, almost sinister glow, scanning its surroundings with keen awareness. Each of its four limbs ends in articulated digits, capable of wielding advanced temporal firearms with deadly accuracy.

Mounted on its shoulders are sleek, integrated pulse rifles that hum with latent energy, ready to unleash bursts of temporal disruption at its command. Its segmented tail trails behind, tipped with a cluster of sensor arrays and additional weapons systems, adding to its formidable arsenal. At its core, a pulsating energy core glows with a faint crimson hue, pulsing in rhythm with its internal systems and the flow of temporal energy it commands.

Grim231v2

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