This towering, stern figure wears long blonde hair in braids. They carry a reel of golden thread.
Weakened Chrono Lords are a variation of Chrono Lords
Environment: Planar Passages
Organization: 1-5
Proficiency Score: +8
Large; Neutral/Neutral; aberration, outsider
Armor Class: 22 (+2 Dex, +3 Armor, -1 Size, +8 Proficiency)
Hit Points: 88 (12d6+16)
Speed: 40 feet
Initiative: +2 (double advantage)
| STR | DEX | CON | INT | WIS | CHA |
| 20 (+5) | 14 (+2) | 15 (+2) | 18 (+4) | 13 (+1) | 13 (+1) |
Saves:
- Reflex +10
- Fortitude +10
- Will +9
Skills:
- Arcana +12
- Deception +9
- Insight +9
- Intimidation +9
- Lore +12 (time; this skill can be used to replace other Recall Knowledge actions)
- Medicine +9
- Perception +9
- Perform +9 (oratory)
Immunities:
- Effects with the cold tags
Resistances:
- 10 against effects with the acid, electricty, fire, magical tags
- 5 against effects with the physical tag
Senses: Passive Perception 19; Lowlight Vision 60 feet; Blindsense 20 feet; True Seeing (10 feet)
Languages: constant Tongues
Quick Reflexes (2). A Young Chrono Lord gains 2 extra reactions.
Regeneration (5, psychic). A Young Chrono Lord heals 5 hit points per round, at the beginning of its turn, and cannot die as long as this is still functioning. This does not prevent a Young Chrono Lord from gaining the Unconscious condition should its hit points reach 0. If a Young Chrono Lord takes damage with the psychic tag, this ability stops functioning for a round. During this round, a Young Chrono Lord cannot heal damage through Regeneration and can die normally. Attack forms that do not deal hit point damage are not healed by regeneration. Regeneration also does not restore hit points lost from starvation, thirst, or suffocation. A Young Chrono Lord can regrow lost portions of their bodies and can reattach severed limbs or body parts if they are brought together within 1 hour of severing. Severed parts that are not reattached wither and decay normally.
Spells (Spell Attack: +12; Spell DC 22)
At Will:
3 per 24 Hours:
- Death Ward
- Wind Walk (self only)
Actions
Fate (40 feet). As a Reaction, a Young Chrono Lord can force a creature within the range to reroll a 1d20 and take the second roll. This is a supernatural ability.
Point (6, 40 feet). As a Single Action, a Young Chrono Lord can point at one target it can see within the listed range. The target must make a DC 22 Will Save or take 12d8+4 damage (half on a success). If the target critically succeeds, it is Bolstered against the effects of all Young Chrono Lords’ Point actions and it learns one piece of useful information. If the target dies, it can only be restored to life with very powerful magics such as Alter Reality, Miracle, Primal Phenomena, or Wish.
Touch. Melee Strike +13/+8/+3 (reach 10 feet, unarmed) with 6d8+4 psychic damage.
Equipment
- Armor Potency Rune, Lesser worth 2500 silvers
- Mail Shirt worth 45 silvers