Medium Celestial, Lawful Neutral
AC 18 (20 with Shield of Faith)    Initiative +2 (12)
HP 77 (9d10 + 27)
Speed 30 ft.
Mod Save
STR 18 +4 +4
DEX 14 +2 +2
CON 16 +3 +3
Mod Save
INT 6 −2 −2
WIS 12 +1 +4
CHA 18 +4 +7
Skills Athletics +7, History +1, Insight +4, Intimidation +7, Persuasion +7
Gear Clockwork Greatsword, plate armor
Senses Darkvision 120 ft; Passive Perception 11
Languages Common, Giant, Orc, Primordial
CR 5 (XP 1,800; PB +3)
Traits

Primordial Guidance (1/Day). Chronus casts the divine smite spell for free at 1st level.

Relentless Endurance. When Chronus drops to 0 hit points for the first time, he drops to 1 hit point instead.

Spellcasting. Chronus is a 5th-level spellcaster. His spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). Chronus has following paladin spells prepared:

  • 1st level (4 slots): command, cure wounds, dissonant whispers, divine smite*, shield of faith
  • 2nd level (2 slots): aid, blur, lesser restoration, zone of truth

Temporal Distortion (3/Day). When Chronus fails a saving throw, attack roll, or ability check, he can roll one additional d20 and pick which of the two results to keep. Additionally, Chronus can use this trait when a creature makes an attack against Chronus to make them reroll the d20.

War Caster. Chronus has advantage on saving throws to maintain concentration on his spells and can cast spells that have a somatic component without needing a free hand.

Actions

Multiattack. Chronus makes two attacks with his greatsword.

Clockwork Greatsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage. If this attack rolls a 1 or 2 on the damage die, it is treated as a 3.

Relive the Past (Recharge 5-6). Chronus warps the fabric of time, causing enemies to re-experience a traumatic or painful moment. Each creature within 30 feet of Chronus must make a DC 15 Charisma saving throw, taking 16 (2d10 + 5) psychic damage on a failed save and half as much on a successful one. If the creature was damaged by Chronus on Chronus's previous turn, they make this save with disadvantage.

Bonus Actions

Adrenaline Rush (3/Day). Chronus takes the Dash action and gains 3 temporary hit points.

Undo Wounds (1/Day): Chronus restores 25 hit points.

Reactions

Time Lock (1/Day). When a creature damages Chronus while within 30 feet of him, the creature must succeed on a DC 15 Charisma saving throw or be frozen in time for 1d10 rounds. The creature is considered Paralyzed and unaware of their surroundings during this time and ignores immunity to Paralysis. Any attack, spell, or effect that should affect the creature doesn't affect them until the end of the duration.

dewd_oops

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