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Chrono Lord ~ CR 19

This towering, stern figure wears long blonde hair in braids. They carry a reel of golden thread.

There exist one variant: Weakened Chrono Lord

Environment: Any (Planar Passage)

Organization: 1-5


Proficiency Score: +20

Large; Neutral/Neutral; aberration, outsider


Armor Class: 38 (+2 Dex, +5 Armor, +2 Dodge, -1 Size, +20 Proficiency)

Hit Points: 308 (28d6+140)

Speed: 40 feet

Initiative: +2 (double advantage)


STRDEXCONINTWISCHA
25 (+7)14 (+2)20 (+5)19 (+4)18 (+4)18 (+8)

Saves: 

  • Fortitude +25
  • Reflex +22
  • Will +24

Skills: 

  • Arcana +24
  • Deception +24
  • Insight +24
  • Intimidate +24
  • Lore (Time) +24; this skill can be used to replace other Recall Knowledge actions
  • Medicine +24
  • Perception +24
  • Perform (oratory) +24

Immunities:

  • Effects with the cold tag

Resistances:

  • 15 against physical damage
  • 25 against effects with the magical tag
  • 30 against effects with the acid, electricity, and fire tags

Senses: Passive Perception 34, low light vision 120 feet, blindsight 60 feet, constant True Seeing

Languages: constant Tongues


Legendary Actions (2). A Chrono Lord can use two extra actions per round. This action can be spent at any point in the round directly after a creature’s turn ends and another begins.

Quick Reflexes (3). Gain 2 extra reactions.

Regeneration (10, Psychic). A Chrono Lord heals 10 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 Chrono Lord from gaining the Unconscious condition should its hit points reach 0. If a Chrono Lord takes damage with the psychic tag, this ability stops functioning for a round. During this round, a 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 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 +24; Spell DC 34

At Will:

1 per 24 hours:

Actions

Fate. As a Reaction, a Chrono Lord can force a creature within 120 feet to reroll a 1d20 and take the second roll. This is a supernatural ability.

Point (6, 120 feet). As a Single Action a Chrono Lord can point at one target it can see within 120 feet. The target must make a DC 34 Will save or take 20d8 psychic damage (half on a success) as it is overloaded with too much knowledge of the timelines. If the target dies, it can only be restored to life with very powerful magics such as Alter Reality, Miracle, Primal Phenomena, or Wish. If the target critically succeeds, it is Bolstered against the effects of all Chrono Lords’ Point actions and it learns one piece of useful information.

Touch. Spell Strike +27/+22/+17 (range 50 feet, unarmed) with 10d8+7 psychic damage plus Enervated 2 (DC 34 Fortitude save).


Equipment