Huge Aberration, Chaotic Neutral
AC 17 Natural    Initiative +6 (16)
HP 255 (17d12 + 136)
Speed 60 ft., The Chronovore runs on all 6 legs , Climb 50 ft. Using all 6 legs to climb, the beast scales quickly, Fly 30 ft. The Chronovore can seemingly fly, by running on echoes of the past at half speed
Mod Save
STR 22 +6 +6
DEX 16 +3 +8
CON 26 +8 +13
Mod Save
INT 15 +2 +2
WIS 18 +4 +9
CHA 12 +1 +1
Resistances Force; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Passive Perception 19
Languages Speaks in echoes of time itself. Uses telepathy within 60 feet.
CR 14 (XP 11,500; PB +5)
Traits

Temporal Glitch (Recharge 6).
At the start of its turn, roll a d6. On a 6, the Chronovore phases erratically and teleports up to 40 feet to an unoccupied space it can see. Creatures within 5 feet of its departure or arrival point must succeed on a DC 17 Constitution saving throw or take 18 (4d8) force damage.

Undo Sound.
Within 15 feet of the Chronovore, verbal communication becomes garbled and echoing. All spellcasting with verbal components has a 25% chance of failure unless the caster succeeds on a DC 15 Constitution saving throw.

Timeloop Hunger.
The Chronovore senses creatures recently affected by time-based magic (like Haste, Slow, Time Stop, or resurrection spells). Against such targets, it has advantage on attack rolls and saving throws caused by them.

Mythic Trait

Undeath

When the Chronovore is reduced to 0 hit points for the first time, instead of dying, it reboots.  It's hit points 

are fully restored (255 HP), and it triggers Phase Two, unlocking new abilities and traits as the timeline violently rewinds.

At this point, the Chronovore’s form begins glitching uncontrollably—legs stutter in time, its roar reverses mid-air, and the battlefield itself begins to loop. Roll initiative again, but now the Chronovore takes two turns per round: one on Initiative 20 and another on its normal initiative.

 

Mythic Trait – Warp Field (Passive)

Time unravels around the Chronovore. All creatures within 30 feet must roll a d4 at the start of their turn:

  • 1 – They act normally.

  • 2 – They lose their action.

  • 3 – Their movement becomes 0.

  • 4 – Their turn happens twice—right now and again at the end of the round (including all actions/movement).

This effect ends if the creature ends their turn outside the aura.


 


 

Actions

Multiattack.
The Chronovore makes two claw attacks and one bite attack.

Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target.
Hit: 19 (2d10 + 8) piercing damage plus 7 (2d6) psychic damage.

Claw. Melee Weapon Attack: +10 to hit, reach 10 ft., one target.
Hit: 15 (2d8 + 6) slashing damage.

Reverse Step (Recharge 5–6).
The Chronovore blinks to the location it stood at the start of its previous turn. It regains 20 hit points and becomes lightly obscured in a flickering aura until the start of its next turn. All opportunity attacks against it during this time have disadvantage.

 

 

 

Bonus Actions

Fracture Reality.
Choose a point the Chronovore can see within 30 feet. Creatures in a 10-foot radius must make a DC 16 Dexterity saving throw or take 13 (3d8) force damage and be knocked prone. On a successful save, they take half damage and remain standing.

MYTHIC PHASE 2 USE ONLY

Bonus Action – Glitch Bomb (Recharge 5–6)

The Chronovore releases a ripple of corrupted time into a 15-foot cube within 60 feet. Creatures inside must make a DC 17 Dexterity saving throw:

  • On a fail: take 22 (4d10) force damage, and be teleported 1d4 × 10 feet in a random direction.

  • On a success: take half damage and no teleportation.

Reactions

Echo Slip.
When hit by a melee attack, the Chronovore can ripple briefly through time, halving the damage from the attack and teleporting 10 feet to an unoccupied space it can see.

Legendary Actions

Legendary Actions

The Chronovore can take 2 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. It regains spent legendary actions at the start of its turn.

  • Glitch Step. The Chronovore teleports up to 20 feet to an unoccupied space it can see.

  • Time Fray. One creature the Chronovore can see within 30 feet must succeed on a DC 16 Wisdom saving throw or be confused (as the spell) until the end of their next turn.

  • Drain Echo (Costs 2 Actions). The Chronovore targets a creature that used a reaction or bonus action since its last turn. That creature must make a DC 17 Constitution saving throw or take 21 (6d6) psychic damage as the echo of its past self is devoured.

 

Mythic Actions

Mythic Action – Chrono-Rip (Costs 3 Actions)

The Chronovore splits a creature across two timelines. One creature within 60 feet must make a DC 18 Constitution saving throw. On a failure:

  • Take 38 (7d10) force damage.

  • For 1 minute, the creature experiences double time. At the start of each of its turns, roll a d6:

    • On 1–2: It is stunned.

    • On 3–4: It acts normally.

    • On 5–6: It repeats its last turn exactly.

This effect ends early if the target succeeds on a Constitution save at the end of its turn (DC 18).

 

Time Reaver Beam (1/Day)

Unleashing its true hunger, the Chronovore targets a 60-foot line that is 10 feet wide. All creatures in the area must make a DC 18 Wisdom saving throw:

  • On a failure: take 55 (10d10) psychic damage and become trapped in a temporal loop for 1 minute. While trapped, the target relives the last round every turn. They cannot change their actions until they succeed on a DC 18 Wisdom save at the start of their turn.

Description

A paradox made flesh, the Chronovore is a nightmare stitched from broken hours and undone tomorrows. Its body glitters with fractured moments—young muscle, ancient rot, and infant bone all at once. It hunts beings entangled with time’s flow, hungering not for flesh but for the stability of causality.
It gallops on all six legs with unnatural grace, as if skipping frames in reality. Its eyes don’t blink—they rewind. When it roars, silence rushes in and unspoken words are pulled from your throat. To encounter one is to know, for a breathless instant, that time has teeth.

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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.

Monster Tags: abberation

RyanHeartsKenneth

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