Gargantuan Celestial (Titan), Unaligned
Armor Class 30 Divine
Hit Points 1580 (44d20 + 880)
Speed 120 ft.
STR
30 (+10)
DEX
30 (+10)
CON
30 (+10)
INT
30 (+10)
WIS
30 (+10)
CHA
30 (+10)
Saving Throws STR +19, DEX +19, CON +19, INT +19, WIS +19, CHA +19
Skills Arcana +22, Athletics +22, History +20, Insight +19, Investigation +21, Medicine +19, Nature +20, Perception +22, Religion +24, Stealth +22, Survival +22
Damage Resistances All
Damage Immunities Cold, Lightning, Thunder
Senses Truesight Infinite, Passive Perception 30
Languages All
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

Divine Traits

Titanic Presence

Creatures within 240 ft. feel the weight of ages.

They have disadvantage on saves against being frightened and cannot be immune to the frightened condition.

Master of Time

Cronus can sense, manipulate, and distort time.

He can act outside the normal flow of time and is never surprised.

Devourer of Destiny

Cronus can consume creatures, memories, abilities, or even segments of time itself.

Nothing he devours is ever truly lost—only repurposed.

Inevitable Return

When Cronus is reduced to 0 hit points, he does not die.

He retreats into the flow of time and reforms in 1d10 days unless his essence is bound beyond time.

That's a nasty little mechanic.

You don't kill Cronus.

You solve Cronus.

Actions

Divine Weapon

Scythe of Eras

Legendary Weapon — Artifact

  • +4 to attack and damage rolls
  • Deals 8d12 slashing + 4d10 necrotic damage
  • On a critical hit, the target ages 5d20 years
  • If aging is not applicable, the target instead suffers 2d10 reduction to its maximum hit points
  • Can cut through planar boundaries
  • Grants advantage on saving throws against antimagic
  • Counts as magical and adamantine

This is a terrific signature weapon concept because the threat isn't merely damage.

Cronus can literally cut years off your life.

Actions

Multiattack

Cronus makes four attacks with the Scythe of Eras or uses divine magic.

Scythe of Eras

Melee or Ranged Weapon Attack

Attack: +21 to hit
Reach: 20 ft.
Target: One creature

Hit: 4d12 + 12 slashing damage plus 2d10 necrotic damage.

If the target is a creature, it must succeed on a DC 28 Constitution saving throw or age 1d20 years.


Devour

Recharge 5–6

Cronus attempts to consume a grappled creature.

The target must make a DC 28 Strength saving throw or be swallowed whole.

A swallowed creature takes 6d10 necrotic damage per round and is trapped in a temporal stasis, transformed, or permanently erased from the current timeline.

That last result is gloriously evil.

Death saves?

No.

You have been edited out of continuity.


Call the Storm

Recharge 6

Cronus manipulates time and fate, causing a cataclysmic temporal storm.

The sheet refers to the Mythic abilities for the larger temporal effects.

 

Bonus Actions

Spellcasting — Divine Magic

Spellcasting Ability: Wisdom
Spell Save DC: 28
Spell Attack: +20

Cantrips

Time Tremor
Sapping Touch
Guidance
Mending
Spare the Dying
Word of Radiance

1st Level — 4 Slots Each

Alarm
Feather Fall
Detect Evil and Good
Identify
Sanctuary

2nd Level — 4 Slots Each

Lesser Restoration
Locate Object
Silence
Spike Growth
Warding Bond

3rd Level — 4 Slots Each

Slow
Haste
Water Breathing
Vampiric Touch
Time Stop

Yes, the sheet puts Time Stop here as well as at 9th level. I'd treat this 3rd-level version as a custom lesser temporal effect rather than the actual 9th-level spell.

4th Level — 4 Slots Each

Control Water
Death Ward
Freedom of Movement
Locate Creature
Stoneskin
Wall of Water

5th Level — 4 Slots Each

Mass Cure Wounds
Commune
Dispel Magic
Antilife Shell
Reincarnation

6th Level — 3 Slots Each

Disintegrate
Harm
Find the Path
Forbiddance
True Seeing

7th Level — 3 Slots Each

Plane Shift
Resurrection
Whirlwind
Finger of Death
Symbol

8th Level — 3 Slots Each

Antimagic Field
Clone
Mind Blank
Dominate Monster
Power Word Stun

9th Level — 3 Slots Each

Foresight
Gate
Mass Heal
Prismatic Wall
Time Stop
Wish

Beyond 9th Level

Cronus can cast any spell of 10th level and above without limit.

And the sheet adds:

Cronus can cast spells totaling 35th level or lower without components.

So we're well past "legendary spellcaster" and comfortably into “the Weave has an HR complaint” territory.

Reactions

Reaction Name. Enter the description for your action.

Legendary Actions

Legendary Actions

Cronus can take 5 Legendary Actions per round, choosing from the options below.

Only one Legendary Action can be used at a time and only at the end of another creature's turn.

Time Lash

Force a creature to make a DC 28 Wisdom saving throw or lose its next turn.

Age the Flesh

Target within 120 ft. ages 3d20 years.

A DC 28 Constitution saving throw halves the effect.

Shift Moment

Move up to 60 ft. without provoking opportunity attacks.

Consume Memory

Target within 120 ft. must succeed on a DC 28 Intelligence saving throw or lose a key memory chosen by the DM.

This could be vicious outside combat too. A PC doesn't lose HP.

They lose the memory of why they're fighting Cronus in the first place.

Call the Past

Summon a temporal echo—an ancient version of a creature that Cronus has devoured.

Maximum CR: 21

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

Mythic Actions

Once per turn on his turn, Cronus can take one Mythic Action in addition to his normal actions.

He regains all expended Mythic Actions after a short or long rest.

Halt Time

Stop time in a 120-ft. radius for 1 round.

Creatures of CR 20 or lower are affected automatically, with no saving throw.


Ravage Realities

Tear open a temporal rift.

The effect deals 10d10 force damage in a 300-ft. line and creates random temporal effects.


Reap the Cycle

Choose a 300-ft. radius.

Cronus can save or age creatures within the area by 1d20 years, or reduce them to 0 hit points.

This one needs DM adjudication because the wording on the sheet is intentionally god-tier rather than standard 5e language.


Devour the Future

Remove a creature from existence, rewriting them.

No saving throw.

Legendary creatures receive a saving throw.

This might be my favorite Cronus ability on the sheet.

He doesn't kill you.

He removes the future in which you continued existing.


Reset the Moment

Return the battlefield to the state it was in 1 minute ago.

Cronus chooses what changes persist.

And that is the ability that makes this guy terrifying.

Imagine the party finally lands the perfect combination:

Paladin crit.

Wizard burns the 9th-level slot.

Fighter unloads Action Surge.

Everyone celebrates.

Cronus looks at them:

“No.”

And the last ten rounds never happened.

Except for whatever he wants to remember.


Flaw — The Only Weakness

The Fear of Oblivion

Despite his power, Cronus fears being forgotten.

Actions that threaten to erase his name, his legacy, or his existence from history can destabilize him.

If Cronus is subjected to a powerful effect that would permanently remove him from all timelines—such as a divine erasure or a wish to unmake his name—he must make a:

DC 30 Wisdom saving throw

On a failure, Cronus becomes vulnerable for 1 minute.

What this means narratively

Cronus's weakness isn't physical.

It's meaning.

He can survive death.

He can survive time.

He can survive the destruction of his body.

What terrifies the Titan of Time is the possibility that someday there will be nobody left who remembers Cronus existed at all.

That's much better than giving him a glowing weak spot on his chest.

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.

mikesiscoe3

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