Mounted Terror. While mounted, the Chronophage Knight and Mammoth Skeleton count as a single creature. If the mammoth would be forced to move against its will, the knight may make a Charisma saving throw (DC 16) to negate the effect.
Trampling Charge. If the mount moves at least 20 feet straight toward a creature and then hits it with a Gore attack on the same turn, that target must succeed on a DC 18 Strength saving throw or be knocked prone. If the target is prone, the knight may make one Scythe attack against it as a bonus action.
Undead Fortitude. If reduced to 0 hit points, the knight 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.
Temporal Domination. Once per round when the knight or mammoth hits with an attack, the knight may force the target to make a DC 16 Wisdom saving throw or be Slowed (as per the slow) until the start of the knight’s next turn.
Commanding Aura: Any allies within 20 feet of the mounted knight get advantage on any savings throws.
Multiattack. The knight makes two Temporal Scythe attacks and the mammoth makes one Gore or Stomp attack.
Temporal Scythe (Knight). Melee Weapon Attack: +9, reach 10 ft., one target.
Hit: 18 (2d10 + 7) slashing damage plus 10 (2d8) necrotic damage.
Aging Touch (Knight, Recharge 5–6). Melee Spell Attack: +7, reach 5 ft., one creature.
Hit: 22 (4d10) necrotic damage, and the target must succeed on a DC 15 Constitution saving throw or gain one level of exhaustion.
Gore (Mammoth). Melee Weapon Attack: +11, reach 10 ft., one target.
Hit: 29 (4d10 + 8) piercing damage.
Stomp (Mammoth). Melee Weapon Attack: +11, reach 5 ft., one prone creature.
Hit: 33 (4d12 + 8) bludgeoning damage.
Temporal Step (Knight, 3/day). The knight and mount teleport up to 30 ft. to an unoccupied space they can see. Until the start of the knight’s next turn, attacks against them are made with disadvantage.
Paradox Strike (Knight). When a creature within 10 ft. makes an attack against them, 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.
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