| Mod | Save | ||
|---|---|---|---|
| STR | 26 | +8 | +8 |
| DEX | 14 | +2 | +2 |
| CON | 26 | +8 | +14 |
| Mod | Save | ||
|---|---|---|---|
| INT | 22 | +6 | +12 |
| WIS | 20 | +5 | +11 |
| CHA | 24 | +7 | +13 |
Innate Spellcasting (Time Magic)
Chronovus’ spellcasting ability is Charisma (save DC 22, +14 to hit). He can innately cast the following, requiring no components:
At will: Time Stop (once every 3 rounds), Blink, Misty Step, Mirror Image
3/day each: Disintegrate, Maze, Forcecage, Contingency
1/day: Wish (time-themed effects only — e.g., rewind a death, nullify a round, etc.)
Temporal Slam (Melee Weapon Attack):
+14 to hit, reach 15 ft., one target. Hit: 28 (4d10 + 6) force damage. The target must make a DC 21 Wisdom save or be caught in a temporal loop (see below).
Temporal Loop: At the start of the creature’s turn, it must repeat its last action, including targeting the same creature if possible. This effect ends after 3 turns or a successful DC 21 Wisdom save at the end of its turn.
Reality Break (Recharge 5–6):
Chronovus tears open localized temporal rifts. Each creature of his choice within 60 ft. must make a DC 22 Intelligence saving throw. On a failure, the target is phased across timelines:
-
Takes 54 (12d8) force damage.
-
Suffers a random magical status: restrained by time threads, aged 1d20 years, or stunned for 1 round.
Chrono Echoes (1/day):
Chronovus splits into three temporal echoes. Each echo mimics his attacks (including spells), but deals half damage. The echoes vanish after 3 rounds or if hit by an attack.
Chronovus can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn.
-
Distort Time. Force a creature within 60 ft. to repeat its last turn (actions and movement) with the same results. Once per round per creature.
-
Slipstream (Costs 2 Actions). Chronovus vanishes and reappears up to 60 ft. away. He gains advantage on the next attack roll or saving throw before the end of his next turn.
-
Warp Moment. Force a reroll of any attack, save, or ability check made within the last turn.
Temporal Fracture (Mythic Action – Activates at 200 HP or below)
Chronovus shatters into multiple fractured timelines. At the start of each of his turns, roll 1d4:
-
He acts twice this turn.
-
He vanishes and reappears 30 ft. away, ignoring opportunity attacks.
-
Enemies within 30 ft. must succeed a DC 21 Wisdom save or be Stunned until the end of their next turn.
-
He reverts time — healing 50 HP and undoing the last attack made against him.
Once this trait is triggered, he gains +1 Legendary Action.
Description
Forged by the fractured will of a forgotten god, Chronovus is one of the twelve Titans — divine constructs born from the madness of once-mortal gods who sacrificed their flesh to house the Fimbul Cores, primal anchors that hold reality together. As the world cycled through countless resets, the minds of these gods began to splinter under the weight of eternity. In desperation, they created the Titans, transferring the Cores into these eternal guardians in a final bid to preserve existence — and their own sanity.
Chronovus was crafted to master time itself, but the burden proved too great. Fragmented across overlapping timelines, he became a living paradox — a broken echo of the past, present, and future. His body pulses with unstable moments, his thoughts scatter across centuries, and his mere presence distorts causality. In his shattered mind, time has no direction — only repetition, recursion, and ruin.
Comments