Temporal Resistance. The knight has advantage on saving throws against effects that would stun, or slow it.
Rewind Strike (Recharge 5–6). When the knight hits a creature with a melee attack, it may force that creature to repeat its last movement. The target must succeed on a DC 16 Wisdom saving throw or be teleported back to the space it occupied at the start of its last turn.
Undead Fortitude. If damage reduces the knight to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, it drops to 1 hit point instead.
Multiattack. The Chronophage Knight makes two Temporal Scythe attacks.
Temporal Scythe. Melee Weapon Attack: +8, reach 10 ft., one target.
Hit: 17 (2d10 + 6) slashing damage plus 9 (2d8) necrotic damage.
Aging Touch (Recharge 4–6). Melee Spell Attack: +7, reach 5 ft., one creature.
Hit: The target takes 22 (4d10) necrotic damage and must succeed on a DC 15 Constitution saving throw or suffer one level of exhaustion as their body withers.
Temporal Step (3/day). The knight folds through time, teleporting up to 30 ft. to an unoccupied space it can see. Until the start of its next turn, attacks against it are made with disadvantage.
Paradox Strike. When a creature the knight can see within 10 ft. makes an attack against it, the knight forces the attacker to make a DC 16 Wisdom saving throw. On a failure, the attack roll is negated, as time rewinds the strike before it lands.
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