Timeless Chronomancer
Medium humanoid, chaotic neutral
Armor Class
14 (17 with mage armor, 19 with haste)
Hit Points
169 (26d8 + 52)
Speed
30 ft. (60 ft. with haste)
STR
10 (+0)
DEX
18 (+4)
CON
14 (+2)
INT
25 (+7)
WIS
19 (+4)
CHA
14 (+2)
Senses
passive Perception 20
Saving Throws
Int +13, Wis +10, Dex +10
Skills
Arcana +13, History +19, Insight +10, Perception +10
Languages
any eight languages
Challenge
17 (18,000 XP)
Magic Resistance. The devil has advantage on saving throws against spells and other magical effects.
Innate Spellcasting. The chronomancer’s innate spellcasting ability is Intelligence (spell save DC 21). He can innately cast the following spells, requiring no components:
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At will: haste, mage armor, slow, shield
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3/Day: foresight, legend lore, time stop
Actions
Multiattack. The chronomancer uses its Domes of Distortion ability if able. It then makes one attack with each of its daggers.
Dagger of Ages. Melee Weapon Attack: +10 to hit, reach 5ft., one target. Hit: 6 (1d4 + 4) piercing damage and the target must succeed on a DC 21 Constitution saving throw or immediately age 1d20 years and take 27 (6d8) force damage. A creature within a Dome of Vigor has disadvantage on this saving throw. A greater restoration spell can restore a creature’s age to normal.
Dagger of Sands. Melee Weapon Attack: +10 to hit, reach 5ft., one target. Hit: 6 (1d4 + 4) piercing damage, and must succeed on a DC 21 Constitution saving throw against being magically petrified. A creature within a Dome of Lethargy has disadvantage on this saving throw. On a failed save, the creature becomes restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified. Only a greater restoration or wish spell can restore the creature to normal.
Domes of Distortion (Recharge 5-6). The chronomancer creates two 15-foot radius domes at two locations within 120 feet. These domes last for one next minute or until the chronomancer uses this ability again. One dome, the Dome of Vigor, gives the creatures within the benefits of the Haste spell while the other, the Dome of Lethargy, gives the detriments of the Slow spell. The Dome of Haste is a green in color while the Dome of Lethargy is blue in color. These domes cannot overlap
Entombed By Time. The chronomancer conjures an hourglass shaped prison in an attempt to trap a creature within 120 feet. That creature must succeed on a DC 21 Dexterity saving throw or be imprisoned. Sand immediately begins to pour from the top of the hourglass to the bottom, causing the trapped creature to age rapidly. A creature that starts its turn within the hourglass ages 1d20 years. If 30 points of damage are dealt to the glass walls of the hourglass in a single turn, the glass shatters and the hourglass disappears.
Legendary Actions
The chronomancer can take 3 legendary actions, 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. The chronomancer regains spent legendary actions at the start of its turn.
Dagger. The chronomancer makes an attack with one of its daggers.
Teleport (Costs 2 Actions). The chronomancer magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.
Entomb (Costs 3 Actions). The chronomancer uses its Entombed By Time ability.