Trait Name. Enter the description for your special trait.
Legendary Resistance (5/Day): If the Chronophage fails a saving throw, it can choose to succeed instead.
Delayed Damage Pool: When the Chronophage takes damage, the damage is instead stored in a "Temporal Pool." At the start of the Chronophage's turn, it takes damage equal to half the total in the pool (rounded down), and the pool is then emptied.
Reactive Timeline: The Chronophage can take one reaction on every turn in combat.
Magic Resistance: The Chronophage has advantage on saving throws against spells and other magical effects.
Unmake Presence (Recharge 5–6): Each creature of the Chronophage's choice within 60 feet must make a DC 24 Intelligence saving throw. On a failure, the creature "glitches" out of time. They are banished to a demiplane of static grey mist until the end of the Chronophage's next turn, at which point they reappear in the space they left. While banished, the creature is incapacitated.
Multiattack: The Chronophage uses its Unmake Presence. It then makes three attacks: one with its Chronal Maw and two with its Entropic Claws.
Chronal Maw: Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 34 (4d12 + 8) force damage. The target must succeed on a DC 24 Constitution saving throw or be magically aged or de-aged by 1d20 years (the Chronophage’s choice).
Entropic Claws: Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 21 (3d8 + 8) slashing damage plus 14 (4d6) necrotic damage.
Rewind Action: When a creature the Chronophage can see completes its turn, the Chronophage can force that creature to repeat its turn. The creature must use the same movement and actions, but it has disadvantage on all attack rolls, and the Chronophage has advantage on all saving throws against that creature's effects during this "repeated" turn.
Enter the description for how legendary actions work for your monster here.
Flicker: The Chronophage teleports up to 60 feet to an unoccupied space it can see.
Accelerated Decay (Costs 2 Actions): The Chronophage targets a creature it can see within 60 feet. The target must succeed on a DC 20 Wisdom save or lose its highest-level unexpended spell slot or one use of a limited-use feature (like Action Surge or Rage).
Temporal Echo (Costs 3 Actions): The Chronophage creates a shimmering duplicate of itself in an adjacent space. The echo has 100 HP, an AC of 20, and acts on the Chronophage's initiative. If the echo is alive at the start of the Chronophage's next turn, the Chronophage can choose to "collapse the timeline," regaining HP equal to the echo's remaining HP and swapping places with it.
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
The Chronophage is a towering, four-armed titan of cosmic dread, appearing as if it were carved from the very obsidian of a dying star. Its massive, muscular frame is encrusted with the debris of a thousand eras—jagged crystalline shards, rusted clockwork gears, and fragments of ancient monuments that seem to orbit its body like a localized gravitational field.
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.
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