Scope of Paradise. The Chronodichotomos wears a divine mask with a single central eyehole. It has the following stats: AC 22, HP 100 and it shares the same resistances and immunities while also being immune to poison and psychic damage.
While the mask remains intact it gives the following benefits: Precognition, Perfect Timeline and Timeline Fracture.
If the Scope of Paradise mask is destroyed the Chronodichotomos becomes forsaken and goes into Divine Rejection: It loses all mask benefits, it loses all resistances and immunities, it loses all radiant damage on its attacks, it can no longer use Precognition, Perfect Timeline and Timeline Fracture and it becomes vulnerable to radiant damage. All summoned creatures it controls also lose resistances and immunities.
At the start of each of their turns, after the mask is destroyed: The Chronodichotomos and all summoned creatures take 20 radiant damage (ignoring immunity and resistance). This damage cannot be prevented or redirected.
Precognition. When the Chronodichotomos rolls for initiative, it can choose to replace the result of the roll with a flat 20. This doesn't count as a critical success. In addition, it cannot be surprised.
Perfect Timeline. The Scope of Paradise allows the Chronodichotomos to see, not only the present, but its ideal future. If an attack where to miss in the present, in the ideal future it would hit. Therefore, these are the following benefits: It has advantage on all attack rolls, ability checks, and saving throws. When it makes an attack with advantage and both rolls would hit, the attack counts as two separate hits, each dealing normal damage.
The Chronodichotomos cannot be affected by rer-olls or probability-altering effects (such as silvery barbs or Portent).
Sunforged. The Chronodichotomos wields a greatsword made in the forges of the Sun castle. Therefore, its attacks are magical and bypass resistances and immunities.
Ragnarok (1/Day). The Chronodichotomos summons 1d100 + 22 Atonement Pilgrims and 1d8 + 1 Sinless in unoccupied spaces within 210 feet centered on itself that remain until dismissed.
This summoning rapidly consumes magical energy and cleanses land in a 1-mile radius. During the next 30 days, all life and constructs that rely on magic slowly start deteriorating until they either die or lose their magical properties. Any magical item that stays in this area for more than one week will also lose its magical properties unless it is of celestial or holy origin. All fiends, tieflings and undead along with any desecrated or unholy sites within this domain will start taking 20 radiant damage for every hour they spend inside.
Death Burst. After the Chronodichotomos dies, it explodes in a burst of radiant energy. Each creature within a 200 ft. radius of it must make a DC 21 Dexterity saving throw, taking 49 (14d6) radiant damage on a failed save, or half as much damage on a successful one. This damage ignores resistances and immunities.
Multiattack. The Chronodichotomos uses its Frightful Presence and then makes two Heavenly Blade attacks.
Frightful Presence. Each creature of the Chronodichotomos's choice, that is within 120 feet of it, must succeed on a DC 21 Wisdom saving throw or become frightened for 1 minute. Creatures can repeat the saving throw at the end of each of its turns, ending the effect on themselves on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to this Frightful Presence for the next 24 hours.
Heavenly Blade. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 21 (2d6 + 8) slashing + (2d6) radiant damage.
Heavenly Blade (Aircarving). Ranged Weapon Attack: +15 to hit, range 30/120 ft., one target. Hit: 21 (4d6 + 8) psychic damage.
Accelerated Conversion. One creature within 60 feet, that the Chronodichotomos can see, must succeed on a DC 21 Wisdom saving throw or be charmed for 1 minute.
While charmed, the creature is compelled to either attack its allies or kneel down and confess its darkest sins. The creature may repeat the save at the end of each of its turns. Upon succeeding, the creature is immune to this effect for 1 hour.
Warp (Recharge 5-6). The Chronodichotomos magically teleports to an unoccupied space it can see within 60 feet.
Retribution. If the Chronodichotomos's Scope of Paradise takes damage, it may immediately make a Heavenly Blade attack against the creature that damaged it.
The Chronodichotomos can take up to 3 legendary actions per round, choosing from the options below.
Warp (Costs 1 Action). The Chronodichotomos uses Warp.
Timeline Fracture (2 Actions). The Chronodichotomos splits into two temporal instances gaining the following benefits: Both instances share the same hit points, conditions, and spell effects and each occupies its own space and can move independently.Together they may only take the Chronodichotomos’s normal total actions per round: For example, either one instance may make both attacks or each may make one attack. Legendary actions remain limited as normal.
The fracture ends if the Scope of Paradise is destroyed, the Chronodichotomos is reduced to 0 HP, or it ends the effect willingly as a bonus action.
Time mends all (Costs 2 Actions). The Chronodichotomos regains 40 hit points and ends one condition affecting it, it can choose to give up to half of those hit points to its Scope of Paradise.
Blitzing Flurry (Costs 3 Actions). The Chronodichotomos makes two Heavenly Blade attacks.
Banishment for penance (Costs 3 Actions). The target must succeed on a DC 21 Wisdom saving throw or be banished to a pocket dimension known as The Garden of Atonement for 1d4 turns.
While banished: At the start of each of its turns, the creature takes 2d6 radiant damage. It is restrained, prone, and incapacitated. It witnesses divine punishments (DM discretion).
If a creature is killed by this ability, it comes back as an Atonement Pilgrim.
Description
The Celestial Chronodichotomos or Celestial Timesplitter is a part mortal-part angel creature that has been created by the Gods of the Sun Castle for the purposes of eradicating unholiness from the world. It is a large, two-headed humanoid of colorless skin that wields a Heavenly Blade, a greatsword with a shining golden hilt and a blue blade that looks as if it is containing a liquid galaxy inside. One head is the head of the mortal that has fused with it in its most righteous form. However, the fusion has damaged its capabilities leaving it in a usually vegetative state with it only waking up in the heat of battle to express pain, rage or fear. The second head wears an oval shaped, bone-textured, mask with a singular circle shaped hole in the middle. It's known as the Scope of Paradise which allows the Chronodichotomos to witness the ideal future and the ways to achieve it. Every time the mask is at work, a golden light shines through its hole. When the Chronodichotomos is fighting, it appears as if its every movement leaves afterimages. This is it moving both in the present and the ideal timeline, a wrong step in the present wouldn't be taken if things were perfect and so, it was never taken to begin with. The same logic applies to each and every action.
These creatures are rare and most of them are either guarding the Sun Castle or have been sealed in magic items and realms. An incredibly dangerous or unlucky villain may find a golden light staring at him through the night and by that time his adventures are certain to be over. An even more incredibly unlucky adventurer or bystander may find themselves in the same situation and if that person has been righteous, then he should hope to find paradise after his death for it is not a celestial warrior that is looking down upon him. It is a forsaken one that managed to survive through a dark pact. In either case, even the gods tremble to behold the unexpected appearance of a creature such as this, for even though they are invincible, in someone's ideal world, even gods may die.
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