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Chronohz, The Timeweaver

huge construct, lawful neutral


Armor Class: 22 (natural armor)
Hit Points: 432 ()
Speed: 40 ft., fly 40 ft. (hover)

STR26(+8)DEX12(+1)CON26(+8)INT26(+8)WIS19(+4)CHA18(+4)
Saving Throws: Int +17, Wis +13, Cha +13
Skills: Insight +13, Investigation +17, Arcana +17, History +17, Perception +13
Damage Resistances: thunder; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities: poison
Condition Immunities: charmed, frightened, paralyzed, poisoned, unconscious
Senses: darkvision 60 ft., passive Perception 20
Languages: all
Challenge: 27 (105,000 XP)

Immutable Form: Chronohz is immune to any spell or effect that would alter its form.
Unusual Nature: Chronohz doesn’t require air, food, drink, or sleep.
Magic Resistance: Chronohz has advantage on saving throws against spells and other magical effects.
Legendary Resistance (3/Day): If The Timeweaver fails a saving throw, it can choose to succeed instead.
Chronomancy: Chronohz's spellcasting ability is Intelligence (spell save DC 24). He can cast the following spells:
  • At will: Haste (transmutation)
    Level: 3
    Casting Time: 1 action
    Concentration: Yes
    Ritual: No

    Target's speed is doubled. It also gains a +2 bonus to AC, advantage to Dex. saves and 1 additional action.

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    , Slow (transmutation)
    Level: 3
    Casting Time: 1 action
    Concentration: Yes
    Ritual: No

    Up to 6 targets must succeed on a Wis. save, or have their speed and actions reduced and -2 to AC and Dex. saves.

    View on dndbeyond.com
  • 2/day each: Time Stop (transmutation)
    Level: 9
    Casting Time: 1 action
    Concentration: No
    Ritual: No

    Stop the time during 1d4+1 turns for everyone except for the caster.

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    , Time Ravage (transmutation)
    Level: 9
    Casting Time: 1 action
    Concentration: No
    Ritual: No

    The target must succeed on a Con. save or take 10d12 necrotic damage and be aged to the point where it has only 30 days left before it dies of old age.

    View on dndbeyond.com
Reconstruction: If Chronohz is destroyed, its sentience is transferred back to Mechanus, where a new body will be constructed for it. Only by killing Chronohz in Mechanus can it truly be destroyed.

Actions

Rewind Time: Chronohz rewinds time for itself or one creature it can see within 60 feet of it, undoing an event that happened within the last round. It can use this ability to heal itself, prevent damage, or change the outcome of a roll. It can't use this ability on a creature that is immune to temporal effects or that has legendary resistance.
Unerring Slam: Melee Weapon Attack: automatic hit, reach 5 ft., one target. Hit: 60 force damage, and the target is pushed up to 5 feet away from the Chronohz if it is Huge or smaller.
Summon Modrons (Recharge 6): Chronohz can summon modrons with a combined challenge rating of 16 or less. The modrons appear in unoccupied spaces within 60 feet of Chronohz and obey its commands without question.
Illustration:
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Chronohz, The Timeweaver

huge construct, lawful neutral


Armor Class: 22 (natural armor)
Hit Points: 432 ()
Speed: 40 ft., fly 40 ft. (hover)

STR26(+8)DEX12(+1)CON26(+8)INT26(+8)WIS19(+4)CHA18(+4)
Saving Throws: Int +17, Wis +13, Cha +13
Skills: Insight +13, Investigation +17, Arcana +17, History +17, Perception +13
Damage Resistances: thunder; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities: poison
Condition Immunities: charmed, frightened, paralyzed, poisoned, unconscious
Senses: darkvision 60 ft., passive Perception 20
Languages: all
Challenge: 27 (105,000 XP)

Immutable Form: Chronohz is immune to any spell or effect that would alter its form.
Unusual Nature: Chronohz doesn’t require air, food, drink, or sleep.
Magic Resistance: Chronohz has advantage on saving throws against spells and other magical effects.
Legendary Resistance (3/Day): If The Timeweaver fails a saving throw, it can choose to succeed instead.
Chronomancy: Chronohz's spellcasting ability is Intelligence (spell save DC 24). He can cast the following spells:
  • At will: Haste (transmutation)
    Level: 3
    Casting Time: 1 action
    Concentration: Yes
    Ritual: No

    Target's speed is doubled. It also gains a +2 bonus to AC, advantage to Dex. saves and 1 additional action.

    View on dndbeyond.com
    , Slow (transmutation)
    Level: 3
    Casting Time: 1 action
    Concentration: Yes
    Ritual: No

    Up to 6 targets must succeed on a Wis. save, or have their speed and actions reduced and -2 to AC and Dex. saves.

    View on dndbeyond.com
  • 2/day each: Time Stop (transmutation)
    Level: 9
    Casting Time: 1 action
    Concentration: No
    Ritual: No

    Stop the time during 1d4+1 turns for everyone except for the caster.

    View on dndbeyond.com
    , Time Ravage (transmutation)
    Level: 9
    Casting Time: 1 action
    Concentration: No
    Ritual: No

    The target must succeed on a Con. save or take 10d12 necrotic damage and be aged to the point where it has only 30 days left before it dies of old age.

    View on dndbeyond.com
Reconstruction: If Chronohz is destroyed, its sentience is transferred back to Mechanus, where a new body will be constructed for it. Only by killing Chronohz in Mechanus can it truly be destroyed.

Actions

Rewind Time: Chronohz rewinds time for itself or one creature it can see within 60 feet of it, undoing an event that happened within the last round. It can use this ability to heal itself, prevent damage, or change the outcome of a roll. It can't use this ability on a creature that is immune to temporal effects or that has legendary resistance.
Unerring Slam: Melee Weapon Attack: automatic hit, reach 5 ft., one target. Hit: 60 force damage, and the target is pushed up to 5 feet away from the Chronohz if it is Huge or smaller.
Summon Modrons (Recharge 6): Chronohz can summon modrons with a combined challenge rating of 16 or less. The modrons appear in unoccupied spaces within 60 feet of Chronohz and obey its commands without question.
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Chronohz, The Timeweaver

huge construct, lawful neutral


Legendary Actions

Chronohz can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Chronohz regains spent legendary actions at the start of his turn.
Attack: Chronohz makes one Unerring Slam attack.
Move: Chronohz moves up to half it's speed, without provoking opportunity attacks.
Temporal Shunt (Costs 3 actions): Chronohz temporarily shunts one creature it can see within 60 feet of it to another point in time, removing it from the current combat. The target must succeed on a DC 20 Charisma saving throw or disappear for rounds. When the target reappears, it returns to the space it left or the nearest unoccupied space. Chronohz can't target itself.

Lair Actions

On initiative count 20 (losing initiative ties), Chronohz can use one of the following lair actions:
Temporal Rift: Chronohz creates a 20-foot-radius sphere of temporal distortion at a point it can see within 120 feet of it. The sphere lasts until the start of Chronohz’s next turn. Any creature that starts its turn in the sphere or enters it for the first time on a turn must make a DC 20 Wisdom saving throw. On a failed save, the creature is affected by one of the following effects, determined randomly by rolling a d6:
d6Effect
1The creature is aged by years. This effect can be reversed by a Greater Restoration (abjuration)
Level: 5
Casting Time: 1 action
Concentration: No
Ritual: No

End one condition (charmed or petrified), one curse, any ability scores or hp reduction, or one exhaustion level.

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spell or similar magic.
2The creature is slowed, as if affected by the Slow (transmutation)
Level: 3
Casting Time: 1 action
Concentration: Yes
Ritual: No

Up to 6 targets must succeed on a Wis. save, or have their speed and actions reduced and -2 to AC and Dex. saves.

View on dndbeyond.com
spell. This effect lasts until the end of the creature’s next turn.
3The creature's speed is reduced to 0 and can't increase by any means.
4The creature is teleported to a random unoccupied space within 60 feet of the sphere.
5The creature is stunned until the end of its next turn.
6The creature is unaffected.
Chronal Blast: Chronohz unleashes a blast of temporal energy in a 60-foot cone. Each creature in that area must make a DC 20 Dexterity saving throw, taking 22 () force damage and 22 () radiant damage on a failed save, or half as much damage on a successful one. In addition, each creature that fails the save is pushed 10 feet away from Chronohz and has its speed reduced by 10 feet until the end of its next turn.
Time Loop: Chronohz chooses one creature it can see within 60 feet of it. The creature must make a DC 20 Intelligence saving throw. On a failed save, the creature repeats its last turn, taking the same actions and suffering the same consequences. On a successful save, the creature is unaffected.
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Chronohz, The Timeweaver

Chronohz the Timeweaver is a towering construct, standing tall and slender. Its body is encased in a gleaming metal shell, and it is draped in flowing yellow robes that flutter in the wind. A large yellow metal disc is mounted to its back, appearing almost like a halo. The construct’s eyes glow with an eerie blue light, and its movements are precise and calculated. It is said that Chronohz has the power to manipulate time itself, and that it can bend the very fabric of reality to its will.
Chronohz is an extremely advanced mechanical creature from Mechanus. Its purpose is to achieve ultimate order, and to that end, it is relentless in its pursuit of perfection. In combat, Chronohz is a formidable foe, capable of manipulating time and space to devastating effect. Its lair is a place of perfect symmetry and precision, where every object is in its proper place and every action is carefully calculated.
A creature of pure logic, with no emotions or desires beyond its programming. Chronohz is driven by a relentless desire to impose order on the universe, and will stop at nothing to achieve its goals. Its lair is a place of perfect symmetry and precision, where every object is in its proper place and every action is carefully calculated. Those who dare to challenge Chronohz will find themselves facing a being of incredible power and intelligence, one that is capable of bending time and space to its will.
Chronohz is also known to control an army of modrons, mechanical beings that are native to Mechanus and are known for their zealous adherence to the principles of law and order. These modrons are completely loyal to Chronohz, and will follow its commands without question. They are often used by Chronohz to enforce its will and maintain order in the universe.
If Chronohz is destroyed, its sentience or programming is transferred back to Mechanus, where a new body will be constructed for it. Only by killing Chronohz in Mechanus can it truly be destroyed.

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