| Mod | Save | ||
|---|---|---|---|
| STR | 28 | +9 | +9 |
| DEX | 14 | +2 | +10 |
| CON | 26 | +8 | +16 |
| Mod | Save | ||
|---|---|---|---|
| INT | 27 | +8 | +8 |
| WIS | 18 | +4 | +12 |
| CHA | 23 | +6 | +14 |
Cycle of Rebirth. If Chronus dies, his soul coalesces into a steely egg and teleports to a random plane of existence. The eff is immune to all damage and hatches into a time dragon wyrmling after 1d100 years. Chronus retains all memories and knowledge it gained it its previous life.
Legendary Resistance (5/Day). If Chronus fails a saving throw, he can choose to succeed instead.
Multiattack. Chronus makes three Rend attacks.
Rend. Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 11 (3d8 + 9) slashing damage plus 10 (3d6) force damage. Melee Attack Roll: +17, reach 15 ft. Hit: 19 (3d8 + 9) Slashing damage plus 10 (3d6) Force damage.
Time Breath (Recharge 5–6). Constitution Saving Throw: DC 24, each creature in a 90-foot Cone. Failure: 91 (8d12) Force damage and is magically weakened as it is desynchronized from the time stream. While the creature is in this state, attack rolls against it have advantage, it has the poisoned condition, and other creatures have resistance to all damage it deals. Success: Half damage. A weakened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself after it succeeds on three of these saves.
Chronus can take up to three reactions per round but only one per turn.
Reactive Rend. After using a legendary Resistance or in response to being hit by an attack roll, Chronus makes one Rend attack.
Slow Time. Immediately after a creature the dragon can see ends its turn, the dragon targets a creature it can see within 90 feet of itself that is weakened by its Time Breath. Until the weakened effect ends on the target, its speed becomes 0, and its speed can't increase.
Time Slip. Chronus halves the damage it takes from an attack made against him, provided he can see the attacker. Chronus can then immediately teleport, along with any equipment he is wearing or carrying, up to 60 feet to an unoccupied space he can see.
Lair and Lair Actions
Lair Actions
On initiative count 20 (losing initiative ties), Chronus takes a lair actions; Chronus can't take the same lair action two rounds in a row:
- Temporal Fling. Chronus attempts to fling a creature he can see within 60 feet of himself forward through time. The target must succeed on a DC 18 Wisdom saving throw or take 26 (4d12) psychic damage and move 1 round forward in time. A target moved forward in time vanishes for the duration. When the effect ends, the target reappears in the space it left or in an unoccupied space nearest to that space if it's occupied.
- Temporal Lag. Chronus slows time for each creature within 60 feet of himself. Until initiative count 20 of the next round, the affected creature can move or take an action on its turn, not both. The creature also can't take a reaction or a bonus action.
- Timeline Divergence. Chronus chooses a space he can fit into within his lair. Chronus exists simultaneously in his space and the chosen space until initiative count 20 on the next round. Whenever he moves or takes an action, Chronus chooses which version is moving or acting. If an effect or attack can target both Chronus's spaces at the same time, Chronus is affected only once.
Regional Effects
The region surrounding an ancient or adult time dragon's lair is altered by the dragon's magic, creating one or more of the following effects:
- Time Dilations. Time fluctuates within 3 miles of the lair. Short rests taken within the area take 10 minutes or 2 hours (your choice).
- Timelessness. Beasts, Humanoids, and plants within 3 miles of the lair age only 1 year for every 10 years that pass. If the dragon dies, these effects fade over the course of 1d10 days.
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