Time Warp Aura: The Chronos Sentinel emits an aura that warps time within a 30-foot radius. At the start of each of the sentinel's turns, all creatures within the aura must make a DC 16 Constitution saving throw. On a failure, they age or de-age 1d4 years (cosmetic effect) and have disadvantage on their next attack roll or saving throw
Actions
Multiattack: The Chronos Sentinel makes two Temporal Strike attacks.
Temporal Strike: Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 18 (3d8 + 5) bludgeoning damage. The target must succeed on a DC 16 Wisdom saving throw or be slowed (as per the slow spell) for 1 minute.
Temporal Blast: (Recharge 5-6) The sentinel unleashes a burst of temporal energy in a 20-foot radius. Each creature in the area must make a DC 16 Dexterity saving throw, taking 36 (8d8) force damage on a failed save, or half as much on a successful one. Additionally, affected creatures are pushed 10 feet away from the center of the blast.
Chrono Shift: The sentinel can teleport up to 30 feet to an unoccupied space it can see.
Rewind: (1/Day) As a reaction, the sentinel can undo the last 6 seconds (1 round) of its actions, effectively negating any damage or conditions it suffered during that time.
Enter the description for how bonus actions work for your monster here.
Reaction Name. Enter the description for your action.
characters:
Legendary Actions
The Chronos Sentinel 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. The sentinel regains spent legendary actions at the start of its turn.
- Temporal Strike: The sentinel makes one Temporal Strike attack.
- Chrono Shift: The sentinel teleports up to 30 feet.
- Time Warp: The sentinel forces one creature within 30 feet to make a DC 16 Wisdom saving throw or be stunned until the end of its next turn.
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
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Lair and Lair Actions
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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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