Medium Construct (Inevitable), Lawful Neutral
AC 16 Reinforced Plating    Initiative +2 (12)
HP 67 (9d8 + 27)
Speed 30 ft.
Mod Save
STR 16 +3 +3
DEX 14 +2 +2
CON 16 +3 +5
Mod Save
INT 10 +0 +0
WIS 12 +1 +3
CHA 8 −1 −1
Skills Insight +3, Perception +3
Resistances Force; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Immunities Poison; Charmed, Poisoned
Senses Darkvision 60 ft.; Passive Perception 13
Languages Common, Modron, Telepathy 30 ft.
CR 3 (XP 700; PB +2)
Traits

Construct of Mechanus
The Chronovar Enforcer does not need to eat, sleep, or breathe.

Temporal Targeting
The Enforcer has advantage on attack rolls against creatures that have benefited from time-altering magic, rerolls, or prophetic knowledge within the last 24 hours (DM adjudication).

Stable Form
The Chronovar Enforcer has advantage on saving throws against effects that would slow, restrain, or paralyze it.

Actions

Multiattack
The Chronovar Enforcer makes two Chronal Baton attacks.

Chronal Baton
Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 7 (1d8 + 3) bludgeoning damage plus 4 (1d8) force damage.

If the target has used a reaction, reroll, or advantage since its last turn, it must succeed on a DC 13 Wisdom saving throw or have its speed reduced to 0 until the start of its next turn.

Temporal Snare (Recharge 5–6)
The Enforcer targets one creature it can see within 30 feet. The target must succeed on a DC 13 Dexterity saving throw or be restrained by bands of frozen time until the end of its next turn. While restrained in this way, the creature cannot take reactions.

 

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

Mythic Action Name. Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

A Chronovar Enforcer resembles a scaled-down, unfinished version of a Quarut, standing roughly six to seven feet tall. Where a Quarut looks like a final verdict forged in metal, a Chronovar looks like a procedural tool—built for containment, not annihilation.

Its body is composed of interlocking plates of brass, steel, and dull adamantine, visibly segmented at the joints. Unlike a Quarut’s seamless construction, the Chronovar’s form shows exposed seams, rivets, and rotating components, hinting at its lesser status. Small gear assemblies and rotating rings are partially visible beneath translucent panels, slowly turning as it recalculates causality.

The head is a smooth, angular helm with a single horizontal visor slit emitting a pale blue or white glow. The light pulses in short, regular intervals, like a stopwatch rather than a clock. It has no facial features, but its head tilts and tracks targets with unsettling precision.

Chronal glyphs etched across its limbs appear incomplete or truncated, some terminating abruptly mid-symbol. These runes brighten when it restrains or strikes a target, then fade once the action is complete, as if conserving temporal authority. When it moves quickly, faint afterimages lag behind it by a fraction of a second, giving the impression that it exists slightly out of phase with the present.

Its hands are heavy and utilitarian, capable of gripping weapons or locking around a creature’s limbs with mechanical certainty. Some Chronovars wield baton-like implements or integrated armatures that hum softly, surrounded by frost-like motes of frozen time.

Most unsettling is its presence:
near a Chronovar, sound dulls, shadows hesitate, and motion feels fractionally delayed—as though the world itself is being asked to slow down and comply.

A Chronovar does not project inevitability the way a Quarut does.

It projects procedure.

It looks like something sent not to end a story—but to stop it mid-sentence until a higher authority decides how it should conclude.

Tactics and Use

Chronovar Enforcers are rarely encountered alone. They operate in pairs or trios, often appearing shortly after the party interferes with prophecy, fate, or causality. They do not pursue endlessly; instead, they assess, suppress, and mark targets for higher enforcement.

Their presence is an early warning sign:

if these constructs have arrived, something far worse is already aware of the problem.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Previous Versions

Name Date Modified Views Adds Version Actions
1/13/2026 2:02:13 AM
3
2
1
Coming Soon

Monster Tags: ModronconstructInevitable

Habitat: Any

Xanethar

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