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Weakened Chrono Lord ~ CR 7

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: Any (Planar Passage)

Organization: 1-5


Proficiency Score: +8

Large; Neutral/Neutral; aberration, outsider


Armor Class: 24 (+2 Dex, +5 Armor, -1 Size, +8 Proficiency)

Hit Points: 64 (8d6+16)

Speed: 40 feet

Initiative: +2 (double advantage)


STRDEXCONINTWISCHA
20 (+5)14 (+2)15 (+2)14 (+2)13 (+1)13 (+1)

Saves: 

  • Fortitude +10
  • Reflex +10
  • Will +9

Skills: 

  • Arcana +10
  • Deception +9
  • Insight +9
  • Intimidate +9
  • Lore (Time) +10; this skill can be used to replace other Recall Knowledge actions
  • Medicine +9
  • Perception +9
  • Perform (oratory) +9

Immunities:

  • Effects with the cold tag

Resistances:

  • 5 against physical damage
  • 10 against effects with the magical tag
  • 10 against effects with the acid, electricity, and fire tags

Senses: Passive Perception 19, low light vision 60 feet, blindsight 20 feet, constant True Seeing (only to 10 feet)

Languages: constant Tongues


Quick Reflexes (3). Gain 2 extra reactions.

Regeneration (5, Psychic). A Weakened 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 Weakened Chrono Lord from gaining the Unconscious condition should its hit points reach 0. If a Weakened Chrono Lord takes damage with the psychic tag, this ability stops functioning for a round. During this round, a Weakened 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 Weakened 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 +10; Spell DC 20

At Will:

3 per 24 hours:

Actions

Fate. As a Reaction, a Chrono Lord can force a creature within 40 feet to reroll a 1d20 and take the second roll. This is a supernatural ability.

Point (6, 40 feet). As a Single Action a Weakened Chrono Lord can point at one target it can see within 40 feet. The target must make a DC 20 Will save or take 6d8 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 +13/+8/+3 (range 20 feet, unarmed) with 3d8+7 psychic damage plus Enervated 1 (DC 20 Fortitude save).


Equipment