Medium Construct, Lawful Evil
Armor Class 17 Natural armor
Hit Points 75 (10d8 + 30)
Speed 30 ft.
STR
16 (+3)
DEX
16 (+3)
CON
16 (+3)
INT
19 (+4)
WIS
12 (+1)
CHA
14 (+2)
Saving Throws INT +7, WIS +4
Skills Athletics +7, Insight +6, Intimidation +2
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Poison, Psychic
Gear Chronicom rifle (Stun blast: Blue energy projectiles that temporarily incapacitate a target. Lethal blast: Red concussive energy that can instantly kill or critically wound a target.), Chronicom pistol, Chronicom armor
Senses Blindsight 30ft, Darkvision 60ft, Passive Perception 13
Languages Common, Telepathy 60ft Common, telepathy 60 ft., one other language
Challenge 8 (3,900 XP)
Proficiency Bonus +3
Traits
  • Appearance Alteration. A Chronicom can take the appearance of a humanoid it has seen by shedding its synthetic skin. While disguised, it maintains its statistics but can alter its skin color at will. A creature can identify the Chronicom's true nature with a successful Wisdom (Insight) check while interacting with it.
  • Computer Interaction. Chronicoms can communicate with and control electronic systems and devices with advanced expertise. They have advantage on ability checks made to hack, access, or manipulate technology. However, they are susceptible to EMPs and other powerful energy disruptions.
  • Compressibility. Chronicoms are capable of compressing their inner structure to fit through tight spaces.
  • Superhuman Durability. Chronicoms can sustain blows that would kill a human and keep fighting. This is reflected in their natural armor and damage resistances. They are not indestructible, and sustained, heavy blows can eventually defeat them.
  • Superhuman Stamina. Since they do not possess lungs or other traditional respiratory systems, Chronicoms do not get tired.
  • Longevity. Chronicoms have a very long lifespan, able to live for thousands of years without aging.
  • Unbreathing. A Chronicom doesn't require air, food, drink, or sleep.
  • Relentless. The Chronicom can't be surprised while conscious.
  • Innate Computer Interaction. A Chronicom can communicate with and control electronic systems and devices. It has advantage on ability checks made to hack, access, or manipulate technology.
  • Electrochron Displacement Mechanism.  A critical hit deals an additional 10 (3d6) damage to the Chronicom, as the attack strikes its internal power source. Additionally, a successful check with proficiency in thieves' tools or a suitable high-tech tool (DC 15) can disable or destroy this mechanism with an hour of work, killing the Chronicom instantly. 
  • Expert Combatant. As demonstrated by Chronicom Hunters, they are excellent fighters capable of overpowering humans and even matching the skills of other advanced synthetics
 
Actions

 

Multiattack. The Chronicom Hunter makes two melee attacks or two ranged attacks.

Unarmed Strike. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8+41d8 plus 41𝑑8+4) bludgeoning damage.

Chronicom Rifle. Ranged Weapon Attack: +6 to hit, range 100/300 ft., one target.

Force Damage: Hit: 12 (2d8+32 d 8 plus 32𝑑8+3) force damage.

Stun Blast: Instead of dealing damage, the Chronicom can choose to fire a stun blast. The target must succeed on a DC 14 Constitution saving throw or be incapacitated until the start of the Chronicom's next turn.

 

 
Bonus Actions

Compressed Movement. A Chronicom Hunter can use its action to compress its internal structure, allowing it to squeeze through spaces as small as 1 foot in diameter.

Computer Overload. The Chronicom Hunter can attempt to overload a targeted device or system, potentially causing it to malfunction or explode.

Predictive Analysis. Before rolling an attack or ability check, the Chronicom Hunter can spend its bonus action to grant itself advantage on the roll. This reflects its access to Sibyl's future-predicting data stream.

 
Reactions
  • Predictive Dodge. Drawing on Sibyl's data stream or its own combat simulations, a Chronicom Hunter can use its reaction to anticipate an incoming attack.
    • Trigger: A creature makes an attack roll against the Chronicom Hunter.
    • Effect: The Chronicom can give itself advantage on its Dexterity saving throw to reduce damage from the attack. It can also impose disadvantage on the attack roll if it is a melee attack.
  • Tactical Reposition. Chronicom Hunters are masters of combat and can quickly reposition themselves to gain an advantage.
    • Trigger: An enemy ends its turn within 5 feet of the Chronicom Hunter.
    • Effect: The Chronicom Hunter can move up to half its speed without provoking opportunity attacks.
  • Force Field. When a Chronicom Hunter is hit with a ranged attack, it can generate a short-duration energy shield.
    • Trigger: The Chronicom Hunter is targeted by a ranged attack.
    • Effect: It can use its reaction to gain a +2 bonus to its Armor Class against the triggering attack. 
 
Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

 
Mythic Actions

Mythic Action Name. 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

Chronicoms are an ancient race of long-lived synthetic beings who observe the natural development of life across the cosmos. In their natural state, they appear as featureless humanoid androids composed of a durable, metallic, and plastic alloy. They do not possess traditional internal organs and are powered by a central core known as an Electrochron Displacement Mechanism. 
For millennia, the Chronicoms acted as neutral observers, interfering only in the event of an extinction-level event. After the destruction of their home world, Chronyca-2, they were reassigned to act as hunters, seeking out threats to what they perceive as the natural order.
 

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.

 
charbear_234

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