18 (natural armor)
150 (20d8+60)
30 ft.
Int + 1 0, Wis +7
Arcane +15, History +15
poison
exhaustion, paralyzed, petrified, poisoned
darkvision 60 ft.
all
14
The chronomancer has advantage on saving throws against spells and other magical effects.
The chronomancer is a 20th-level spellcaster. Its spellcasting ability is Intelligence (save DC 18, +10 to hit with spell attacks). The chronomancer has the following wizard spells prepared: • Cantrips (at will): blade ward, mage hand, ray of frost, prestidigitation • 1st level (4 slots): detect magic, expeditious retreat, magic missile, shield • 2nd level (3 slots): hold person, misty step • 3rd level (3 slots): blink, haste, slow • 4th level (3 slots): banishment, dimension door • 5th level (3 slots): cone of cold, wall of force • 6th level (1 slots): globe of invulnerability • 7th level (1 slots): teleport • 8th level (1 slots): maze • 9th level (1 slots): time stop
The chronomancer can take one additional action on its turn.
The chronomancer choses one creature it can see within 60 feet of it, revealing to it a paradox in the space-time continuum. The target must make a DC 18 Wisdom saving throw, taking 42 (12d6) psychic damage on a failed save, or half as much damage on a successful one.