Protection against Detection and Location. The Chronomancer can't be targeted by Divination spells or be perceived through magical scrying sensors.
Spellcasting. The Chronomancer is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +7 to hit with spell attacks). The Chronomancer has the following wizard spells prepared:
Cantrips (at will): blade ward, ray of frost, mage hand, prestidigitation
1st level (4 slots): detect magic, expeditious retreat, shield*, magic missile
2nd level (3 slots): hold person, misty step
3rd level (3 slots): vampiric touch, haste, slow
4th level (3 slots): banishment, dimension door
5th level (1 slot): cone of cold
Unmake. The Chronomancer chooses one creature it can see within 60 feet of it, causing the target's flesh to rapidly age and decompose. The target must make a DC 14 Constitution saving throw, taking 22 (4d10) necrotic damage on a failed save, or half as much damage on a successful one.
Rewind. When the Chronomancer or another creature makes an attack roll, saving throw, or ability check, it must remake the roll and use the new result.
The Chronomancer 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. He regains spent legendary actions at the start of its turn.
Cantrip (Costs 1 Action) The Chronomancer casts a cantrip.
Weaken (Costs 2 Actions) The Chronomancer causes one target to make their next saving throw at Disadvantage.
Wrinkle in Time (Costs 3 Actions). A wave of different dimensions splash out from the Chronomancer. Each non-undead creature within 20 feet of the Ancient Chronomancer must make a DC 15 Intelligence saving throw against this magic, taking 21 (6d6) psychic damage on a failed save, or half as much damage on a successful one.
Lair and Lair Actions
On initiative count 20 (losing initiative ties), the Chronomancer can take a lair action to cause one of the following magical effects; he can’t use the same effect two rounds in a row:
- Memory Flood: A rush of memories batter the mind of your enemies. All combatants make a DC 14 INT save; on a failed save, take 2d6 psychic damage and subtract 1d6 from the next attack roll
- Flow of Time: The Chronomancer attempts to affect the flow of time. All combatants make a DC 14 CHA save; on a failed save, gain an extra action and an additional 15 ft of movement speed. At the end of your turn, become lethargic and incapacitated until the end of your next turn.
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