A chronalmental is difficult to pin down, and it may appear as a large man-shaped absence in the air that reveals first a field of stars, then a contorted rainbow of colored bands, then a brilliant white light, strobing in and out of existence.
Fluid as Time. Shifting between the past, present, and future, chronalmentals are formed from temporal energy. They flow like sand in an hourglass and exist between the tickings of a clock.
The first chronalmentals were forged from extra time left over from the beginning of the universe. Many served as shock troopers in unfathomable wars between angels and fiends or gods and ancient titans. Most were lost between seconds or abandoned to drift aimlessly in the Astral Plane or in the void between the stars.
Stewards of Calamity. Locations of historical significance— both past and future—attract chronalmentals. They have a fondness for battlefields and other sites of strife. Because they are drawn to noteworthy places, chronalmentals have a reputation as harbingers of calamity, and their presence may incite panic among scholars, priests, and sages.
Environmental Chaos. Whatever the terrain, the environment behaves strangely around the chronalmental. Collapsed walls might suddenly rise, seedlings become massive trees, and fallen soldiers relive their dying moments. These changes occur randomly, a side-effect of a chronalmental’s presence, and things return to normal when they depart.
Elemental Nature. A chronalmental does not require air, food, drink, or sleep.
Large elemental, unaligned
Armor Class 17 (natural armor)
Hit Points 152 (16d10 + 64)
Speed 30 ft.
|14 (+2)||20 (+5)||19 (+4)||9 (-1)||13 (+1)||6 (-2)|
Damage Immunities poison; bludgeoning, piercing, and slashing from nonmagical weapons
Condition Immunities exhaustion, paralyzed, petrified, poisoned, unconscious
Senses darkvision 60 ft., passive Perception 11
Languages Celestial, Infernal
Challenge 8 (3,900 XP)
Temporal Body. When a chronalmental is subjected to a slow spell, haste spell, or similar effect, it automatically succeeds on the saving throw and regains 13 (3d8) hit points.
Multiattack. The chronalmental makes 1d4 + 1 slam attacks.
Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) bludgeoning damage.
Steal Time (1/Day). The chronalmental targets one creature it can see within 30 feet of it. The targeted creature must make a DC 16 Wisdom saving throw. On a failed saving throw, the chronalmental draws some of the creature’s time into itself and gains +10 to its position in initiative order. In addition, the target’s speed is reduced by half, it can’t take reactions, and it can take either an action or a bonus action on its turn, but not both. While it is stealing time, the chronalmental’s speed increases by 30 feet, and when it takes the multiattack action, it can make an additional slam attack. The targeted creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.
Displace (Recharge 5-6). The chronalmental targets one creature it can see within 30 feet of it. The target must succeed on a DC 16 Wisdom saving throw or be magically shunted outside of time. The creature disappears for 1 minute. As an action, the displaced creature can repeat the saving throw. On a success, the target returns to its previously occupied space, or the nearest unoccupied space.
Step Between Seconds (Recharge 4-6). When a creature the chronalmental can see moves within 5 feet of it, the chronalmental can shift itself to a place it occupied in the past, teleporting up to 60 feet to an unoccupied space, along with any equipment it is wearing or carrying.