Draconic Form. For the purpose of ability mechanics, Chronos is considered a Dragon & a Celestial.
Spell Resistance. Chronos has advantage on all saving throws from spells or magical abilities.
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Multiattack. Chronos can use it's attack action to make 3 Claw attacks, 1 Claw attack and 1 Crush attack, or 2 Sands of Time Breath attacks.
Claw. Melee Weapon Attack: +14 to hit, reach 15 ft., 1 target. Hit: 26 (3d10 + 8) slashing damage. The target must make a DC21 Constitution saving throw. On a failure the damage dealt by this attack is also reduced from the target's max hit points as their wounds are temporally out of sync and can't be healed. On a success they resist this effect. (The reduced maximum hit points can be fixed with the use of a Greater Restoration spell.)
Crush. Melee Weapon Attack: +14 to hit, reach 15 ft., 1 target. Hit: 32 (6d6 + 8) bludgeoning damage. The target needs to make a contested grapple check (Target's Athletics or Acrobatics vs Chronos' Athletics). On a failure they are thrown 50ft in any direction of Chronos' choosing.
Sands of Time Breath. Chronos focuses his power to force your body forward through time. Target a single creature within 120ft or all creatures within 15ft. They must make a DC21 Dexterity saving throw or suffer 37 (10d4 +7) radiant damage on a failed save, or half as much on a successful one. On a failure the target must then make a DC21 Constitution saving throw. On a failure they age forward by 1d12 years.
Out of Sync. As a reaction, Chronos can manipulate time in order to nullify damage. Any damage taken by attack, spell or ability is reduced to 0, as the damage is instead taken by a Chronos of a different reality.
Reality Flux. As a reaction, Chronos can force you to fail a saving throw.
Chronos can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Chronos regains spent legendary actions at the start of its turn.
Reversal (Costs 1 Actions). Chronos can choose to undo an ability, attack or spell within 500ft that he is aware of. If a spell is undone, the caster has their spell slot returned to them. If a limited use ability is used, the user gets the use of that back as well.
Blip of Existence (Costs 3 Actions). Chronos can choose one enemy he see's within 500ft. From now until the end of their next turn, they are removed from reality and placed in a harmless demiplane.
Sands of Time Breath (Costs 1 Actions). Chronos can use his "Sands of Time Breath" attack.
Description
The stability of time and space is a fragile one. One being maintains the balance and that is the God, Chronos.
The feeble meddling of time and space by mortals is nothing compared to the power that Chronos wields at their fingertips.
After endless centuries of repairing and correcting cracks in time, Chronos will eventually begin to unravel. The concept of mortal "sanity" by the Gods is laughable at best. Eventually Chronos will choose to restart existence now that this version of reality is far beyond repair.
The first step is to take control of a powerful arcane wielder on the mortal planes. Once under Chronos' control, they can have them begin to lay anchors in place across the planes to slowly collapse them upon each other. Eventually the planes will reach a state of "All Planes", where every planar existence is compounded upon each other. After this is done, Chronos can begin to break into the mortal world.
Chronos' mortal form is constantly shifting between the visage of an imposing elven man, and an Ancient Bronze Dragon. The sands of time are constantly shifting their mortal body between the two. (For combat purposes, Chronos takes the form of a Ancient Bronze Dragon)
Once there, it's just the matter of collapsing time. At this stage Chronos is able to access their power from many different realities. This additional power is more than enough to collapse the flow of time completely. Once completed, everything will exist and cease to exist at once, essentially recreating the big bang and eliminating all life and things.
Once completed Chronos will return to their realm and rest. They are rewarded with a long respite while the planes slowly reform. The meddling of mortals many, many centuries away.
Lair and Lair Actions
Battling Chronos in their lair is a mistake, but it is likely that if you are choosing to combat the God of Time at all, you have little choice in the matter.
Once Chronos has made the full transition into the mortal world, the area around them begins to morph and distort. Reality itself is constantly changing in the area surrounding them.
Prior to Chronos' arrival, a powerful wielder of the arcane must place 4 temporal crystals. These 4 crystals do just enough to stabilize their journey across the planes.
While Chronos is within 1 mile of the 4 crystals, they have the following benefits:
- All rolls made by their enemies are at disadvantage.
- They are immune to all damage.
- They automatically succeed all saving throws.
Once a crystal is destroyed, they are no longer immune to all damage. After a 2nd crystal is destroyed, rolls against Chronos no longer have to be made at disadvantage. Once a 3rd crystal is destroyed, Chronos no longer automatically succeeds all saving throws.
If the 4th crystal is destroyed Chronos' mortal existence is completely destabilized. They become vulnerable to all damage as their mortal body cannot handle the Godly power within.
The Temporal Crystals have an AC of 28 as they are also in a constant state of temporal flux. They have 200hp and have resistance to all damage.
Alternate Rule. If the players give Chronos too much time, give each of the crystals immunity to a single type of damage (i.e. Fire, Radiant, Necrotic, Physical, etc...).
The Lair acts on initiative count 20.
You roll 1d6. The roll determines which plane the battlefield shifts into.
1 - The Primaterial Plane: Nothing happens.
2 - The Plane of Fire: Everyone who doesn't have fire resistance makes a DC20 DEX Save. On a failure they take 4d6 fire damage or half as much on a success.
3 - The Broken Feywild: Everyone who doesn't have psychic resistance makes a DC20 CHA Save. On a failure they take 2d6 psychic damage or half as much on a success. Once the field changes from the Broken Feywild to something else, anyone who failed is stunned for the next round as they have forgotten their time in the Broken Feywild and need the moment to regroup.
4 - The Void: Everyone who doesn't have force damage resistance makes a DC20 CON Save. On a failure they take 4d6 force damage or half as much on a success. This damage can be negated completely with the use of the Shield spell.
5 - The Abyss: Everyone who isn't immune to being feared makes a DC20 INT Save. On a failure they take 4d6 psychic damage or half as much on a success.
6 - The Divine Gate: Everyone who doesn't have radiant resistance makes a DC20 WIS Save. On a failure they take 4d6 radiant damage or half as much on a success.
Previous Versions
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9/7/2019 6:37:56 PM
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30
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9/14/2019 6:10:19 PM
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59
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6
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1.1
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Coming Soon
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