| Mod | Save | ||
|---|---|---|---|
| STR | 21 | +5 | +15 |
| DEX | 24 | +7 | +17 |
| CON | 23 | +6 | +16 |
| Mod | Save | ||
|---|---|---|---|
| INT | 24 | +7 | +17 |
| WIS | 30 | +10 | +23 |
| CHA | 27 | +8 | +18 |
Immutable Age. Chronos's age cannot be altered in any way.
Primordial Regularity. Chronos cannot be affected by the Wish spell.
Millennial Dominion. Chronos can take three reactions per round.
Eons Ascent. Chronos can don and doff spectral wings resembling that of a gold dragon's at will, giving a flying speed of 60ft.
Temporal Superiority. Chronos is immune to the Slow spell and can't be paralyzed or restrained. Additionally, if the Time Stop spell is cast within any radius, Chronos can take his turns as normal.
Temporal Stasis. Any creature of Chronos's choice within 100 feet at the start of his turn must make a DC 25 Constitution saving throw or be under the effects of the Slow spell until the end of their next turn.
Time Sequence. Up to 10 creatures of Chronos's choice within 100 feet of him at the start of their turns has their movement speed halved or doubled (Chronos's choice per individual) until the end of its next turn. If a creatures speed is halved in this way, they can only take one action or one bonus action on their turn, not both, and if a creatures speed is doubled in this way, that creature can take two actions on their turn.
Chronological Domination. Chronos can cast Time Stop, Hold Monster, Hold Person, and Slow at will (DC 19).
Echoes of the Past (Mythic Feature). If Chronos is at half Hp or lower, his movement speed is doubled and he can take an extra action with his Multiattack feature per round, or use time blast
Unraveling Existence. If Chronos is reduced to 0 Hp and dies, the balance of time is shattered. While this effect is in place, the following effects take place:
- Time does not pass for any creature, and all time related concepts cease to function (e.g. watches, celestial orbit, growth)
- Creatures once held by the limitation of time seep into the cracks of the dimensional rifts opened by the Primordials disappearance.
- Creatures killed cannot pass into the afterlife, resulting in hoards of undead spawn
- Creatures must spend double as long to gain any benefit from a long or short rest.
Chronos can be brought back as a concept of time to reassume his physical form after more than 30 chronomancers spend 1 month in continuous concentration, reshaping and stitching the universe back together. If the concentration is broken by anything, all progress is lost and must be redone.
Multiattack. Chronos can make 3 Scythe of Seconds attacks per turn. He can replace one of these attacks to cast a spell, use Temporal Shift, or make a Psychic Strike.
Temporal Shift. Chronos teleports to an unoccupied space that he is either fully familiar with (Visits regularly and knows the terrain) or he can see within 250ft. This is the result of Chronos bending and splitting the concept of space for a split second, tricking the universe into thinking he was there the entire time.
Scythe of Seconds. Melee Weapon Attack: +14 to hit, reach 10 ft., 1 target. Hit: 13 (1d10+7) Slashing damage and an additional 15 (3d8) Necrotic damage. A creature killed by this attack is instantly turned to ash, as their timeline is ran to its end. A creature who dies in this way is incapable of being revived.
Psychic Strike. Melee Natural Attack: +14 to hit, reach 5 ft., 1 target. Hit: 15 (2d8+7) Bludgeoning damage. A creature hit with this attack experiences extreme mental trauma, as they experience visions and flashbacks of disturbing, painful, embarrassing, or traumatic experiences that they or someone they know underwent. A creature hit must make a DC 22 Wisdom saving throw or take 12 (2d10) Psychic damage.
Chains of time. Chronos sends one of the four golden chains from above his head to a Huge or smaller creature he can see within range. That creature must make a DC 25 Strength or Dexterity saving throw (Its choice) or have the Restrained condition, bound by the golden chain. While Chronos has a creature (Or multiple creatures) restrained, he can use a bonus action to force the creature to succeed on another DC 25 Strength saving throw or be dragged 30 feet in a direction chosen by Chronos. In addition, a creature bound by these chains doesn't age and cannot cast or be affected by spells, nor can the chains. A creature bound by the chains can roll another saving throw every 30 days. On a success, the chain breaks and reappears above Chronos's head. Chronos can end this as an action, and he cannot affect more than four creatures at a time with this.
Time Blast. Ranged Spell Attack: +17 to hit, range 20/500 ft., 1 target. Hit: 24 (2d12+10) Necrotic damage, as their body begins to rapidly age, inflicting chaos with natural processes. A creature hit by this attack must make a DC 25 Constitution saving throw. On a failed save, a creature ages 1d10+7 years.
Chronological Banishment (3/Day). Chronos targets one creature he can see within his line of sight. That creature must succeed on a DC 30 Charisma saving throw or be banished into the Clockwork Citadel, a demi-plane owned by Chronos where time simply doesn't exist except in him. If a creature is sent to the Clockwork Citadel, they have the Blinded, Deafened, Incapacitated, and paralyzed conditions, and is incapable of casting spells, speaking, being affected by spells, or interpreting physical signals such as taste, touch, or smell. For every 24 hours in the material plane a creature stays in the Clockwork Citadel, it takes 1d12 Psychic damage that ignores immunity and resistance and must make another saving throw, which for every 24 hours decreases the DC by 1. On a successful save, the creature is brought back from the Clockwork Citadel, appearing in an unoccupied space closest to the area it left, or to a space designated by Chronos at the time of casting, with the unconscious condition. It remains unconscious for one hour or until a creature takes an action to wake them, at which time the effect ends.
Chronological Warp. If Chronos is hit by an attack that he can see, he can warp his body through manipulation in the timeline. He gains a +6 bonus to AC, potentially making the attack miss, and has advantage on all Dexterity saving throws until the start of his turn.
Stutter Step. If Chronos fails a Dexterity saving throw, he gains the effects of the Evasive skill and increases his roll by 6, potentially causing him to succeed.
Chronos has 3 Mythic Actions that he can take only at the end of another creatures turn. As a result of spending his bonus action on his turn, he has 5 Mythic Actions for that turn. His Mythic Actions (MA) reset to 3 at the start of his turn. These actions can only be used if the Mythic Feature is active.
Blink Step. Chronos uses Temporal Shift.
Temporal Regression (2 MA). Chronos reverses back some time, specifically for him. He regains 50 Hp, and any effect, curse, or debuff that was inflicted onto him within the last three rounds instantly ends, as he sets his timeline to a point where it hadn't happened yet.
Chronological Warp (3 MA). Chronos warps time within a 100ft radius centered on him. All creatures within this range treat all ground as difficult terrain.
Shatter Timeline (5 MA). Chronos raises his hand and snaps with enough force to break the timeline of reality for a glimpse of a moment. After doing so, all creatures within 100 feet of him must succeed on a DC 25 Constitution saving throw, taking 18 (3d10) Force damage on a failed save, or half as much on a successful one. Regardless of the saving throw results, any creature that takes damage to this cannot move, take an action, make an attack, cast a spell, use and item, activate a magic item, or make an ability check/save until the end of Chronos's next turn as they are momentarily frozen in time. This skill does not work if no sound can be produced by the snap (Such as the Silence spell).
Description
Chronos does not just inhabit time, he is the embodiment of its inevitability. A well proportioned male humanoid, dressed in cloth, has one disproportioned arm, being slightly longer than the other one, and missing a right leg. Despite this, he fights and moves perfectly fine, as if he has the missing leg, offering question as to what exactly he is to begin with. As the Primordial of Time, Chronos is responsible for the temporal flow, and to keep such flow in order and running smoothly. Though lacking any facial features and sensory organs, Chronos is fully capable of sensing things. He neither has favorites, nor is kind or cruel. He acts to another creature as they act to him, being a perfectly neutral creature.
The Clockwork Citadel, his main area of residence, lies deep within the edges between the Far Realms and the Ethereal Plane. A void of floating islands, suspended in the nothingness being giant roman numeral clocks, each one ticking in unison. The top island, being the biggest holds a particularly large clock behind a mound of an unidentifiable material.
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