Chronotyryn (5e Creature)

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Chronotyryn[edit]

Large monstrosity, lawful evil


Armor Class 16 (natural armor)
Hit Points 178 (17d10 + 85)
Speed 30 ft., fly 60 ft.


STR DEX CON INT WIS CHA
23 (+6) 18 (+4) 21 (+5) 18 (+4) 17 (+3) 22 (+6)

Saving Throws Dex +9, Con +10
Skills Arcana +14, History +14, Nature +14, Perception +8, Religion +14
Proficiency Bonus +5
Damage Resistances acid, cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities thunder
Senses passive Perception 18
Languages Goblin, Infernal
Challenge 15 (13,000 XP)


Dual Action. At the start of combat, the chronotyryn rolls for initiative twice, occupying two places in the initiative order and taking two turns per round. Additionally, the chronotyryn can concentrate on two spells at once.

Innate Spellcasting. The chronotyryn's innate spellcasting ability is Charisma (spell save DC 19). The chronotyryn can cast the following spells, requiring no material components:

At will: blink, detect magic, teleport
3/day each: blur, feeblemind, time stop
1/day: imprisonment (chaining)

Legendary Resistance (3/Day). If the chronotyryn fails a saving throw, it can choose to succeed instead.

Magic Resistance. The chronotyryn has advantage on saving throws against spells and other magical effects.

Magic Weapons. The chronotyryn's weapon attacks are magical.

Reactive. The chronotyryn can take a reaction on every creature's turn in combat.

Spellcasting. The chronotyryn is a 12th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 19, +11 to hit with spell attacks). The chronotyryn knows the following sorcerer spells:

Cantrips (at will): dancing lights, mage hand, mending, ray of frost, resistance
1st level (4 slots): fog cloud, grease, magic missile, shield
2nd level (3 slots): acid arrow, enhance ability, web
3rd level (3 slots): counterspell, lightning bolt, slow
4th level (2 slots): black tentacles, greater invisibility, ice storm
5th level (2 slots): cloudkill, hold monster
6th level (1 slot): disintegrate

Two Heads. The chronotyryn has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious.

Wakeful. When one of the chronotyryn's heads is asleep, its other head is awake.

ACTIONS

Multiattack. The chronotyryn makes three attacks: one with its bite and two with its talons or flechettes.

Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 6) piercing damage.

Talons. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 9 (1d6 + 6) slashing damage.

Flechettes. Ranged Weapon Attack: +9 to hit, range 60 ft., one target. Hit: 11 (2d6 + 4) slashing damage.

Sonic Screech (Recharge 5-6). The chronotyryn unleashes an ear-splitting screech. Each creature within 20 feet of the chronotyryn must make a DC 18 Constitution saving throw. On a failed save, a creature takes 35 (10d6) thunder damage and is deafened for 1 minute. On a successful save, a creature takes half as much damage and is not deafened.


LEGENDARY ACTIONS

The chronotyryn 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. The chronotyryn regains spent legendary actions at the start of its turn.

Move. The chronotyryn moves up to its speed without provoking opportunity attacks.
Talons. The chronotyryn makes one attack with its talons.
Cast a Spell (Costs 3 Actions). The chronotyryn cast a spell from its list of prepared spells, using a spell slot as normal.

Chronotyryn are high-level monsters who believe themselves to be gods—or that at least like to have others believe that. They have innate time-controlling abilities used to bewilder enemies and their feathers are adamantine, which is usually an extremely hard and rare ore.

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