Temporal Phase. The Chrono Wraith can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.
Time Warp Aura. All creatures within 20 feet of the Chrono Wraith must make a DC 10 Wisdom saving throw at the start of their turn or lose their action due to a temporal distortion.
Multiattack. The Chrono Wraith makes two attacks with its Chronal Touch.
Chronal Touch. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: (1d12 + 2) necrotic damage, and the target must succeed on a DC 16 Constitution saving throw or age 1d10 years. Player must roll 1d20 (stackable) after reaching 100pts. Player gains a level
Rewind (Recharge 5-6). The Chrono Wraith targets one creature it can see within 60 feet of it. The target must make a DC 14 Wisdom saving throw. On a failed save, the Chrono Wraith forces the target to relive its last turn, causing it to take any damage it took on that turn again, and regain any spent resources as if they had not been used.
Enter the description for how bonus actions work for your monster here.
Reaction Name. Enter the description for your action.
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
The Chrono Wraith is an ethereal entity that embodies the chaotic essence of time and space. It appears as a ghostly figure, cloaked in robes that seem to be woven from the very strands of time, shimmering with an electric blue hue. Its presence distorts reality, causing those nearby to experience temporal anomalies. With eyes that gaze into the infinite, it guards the secrets of the universe, challenging any who dare to unravel the mysteries of existence. This creature is not bound by the physical laws of the world, phasing through matter and warping time at will, making it a truly otherworldly adversary in your fantastical realm.
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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