Chronalmental

Large elemental, Unaligned

Armor Class

17 (natural armor)

Hit Points

152 (16d10+64)

Speed

walk 30 ft.

Damage Immunities

poison; bludgeoning, piercing, and slashing from nonmagical weapons

Condition Immunities

exhaustion, paralyzed, petrified, poisoned, unconscious

Senses

darkvision 60 ft.

Languages

Celestial, Infernal

Challenge

8

Temporal Body

When a chronalmental is subjected to a slow spell, haste spell, or similar effect, it automatically succeeds on the saving throw and regains 13 (3d8) hit points.

Actions

Multiattack

The chronalmental makes 1d4 + 1 slam attacks.

Slam

Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) bludgeoning damage.

Steal Time (1/Day)

The chronalmental targets one creature it can see within 30 feet of it. The targeted creature must make a DC 16 Wisdom saving throw. On a failed saving throw, the chronalmental draws some of the creature's time into itself and gains +10 to its position in initiative order. In addition, the target's speed is reduced by half, it can't take reactions, and it can take either an action or a bonus action on its turn, but not both. While it is stealing time, the chronalmental's speed increases by 30 feet, and when it takes the multiattack action, it can make an additional slam attack. The targeted creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.

Displace (Recharge 5-6)

The chronalmental targets one creature it can see within 30 feet of it. The target must succeed on a DC 16 Wisdom saving throw or be magically shunted outside of time. The creature disappears for 1 minute. As an action, the displaced creature can repeat the saving throw. On a success, the target returns to its previously occupied space, or the nearest unoccupied space.