Chronos

Large • Celestial • Lawful Neutral

Armor Class 17

Hit Points 153 (18d10 + 54)

Speed 10 ft., fly 40 ft.

Initiative +4 (14)

STRDEXCONINTWISCHA
16 (+3)10 (+0)16 (+3)18 (+4)18 (+4)18 (+4)

Saving Throws Int +8, Wis +8, Cha +8

Skills History +12, Perception +8, Religion +8

Damage Resistances force, thunder

Damage Immunities psychic

Condition Immunities charmed, exhaustion, frightened

Senses truesight 90 ft., passive Perception 18

Languages all

CR 11 (XP 7,200; PB +4)

A mechanical, angelic entity with a golden clock face and metallic claws, holding a glowing hourglass.

Anchored in Time. The chronos can't shape-shift or be aged. Further, it can't be affected by the haste, slow, and time stop spell.

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

Winding the Clock. At the start of each of its turns in combat, the chronos gains 1 charge, up to a maximum of 12. Further, the chronos starts the combat with 1d4 charges.

Actions

Multiattack. The chronos makes three Claw attacks.

Claw. Melee Weapon Attack: +7, reach 5 ft. Hit: 24 (6d6 + 3) slashing damage.

Passage of Time (Recharges after a Rest). Charisma Saving Throw: DC 16, one creature within 60 feet that it can see. Failure: 65 (10d12) psychic damage and the target ages for 2d12 years. Success: Half damage.

Rewind Time (1/Day; 3 Charges). The chronos regains all its hit points, ends all effects and spells on it, and recharges all its abilities, except this one.

Bonus Actions

Hasten (1 Charge). The chronos casts haste. It doesn't require maintaining concentration on that spell, and the target doesn't suffer from lethargy at the end of the spell.

Slowing (1 Charge). The chronos casts slow (save DC 16) on a single target. It doesn't require maintaining concentration on the spell, and if the target fails the initial save, it has disadvantage on the subsequent saves at the end of its turn.

Stasis (Recharge 5-6; 1 Charge). Wisdom Saving Throw: DC 16, one creature within 60 feet that it can see. Failure: The target becomes petrified until the end of its next turn. While petrified this way, the target is immune to all damage.

Chronos

Large • Celestial • Lawful Neutral

Armor Class 16

Hit Points 112 (15d10 + 30)

Speed 10 ft., fly 30 ft.

Initiative +3 (13)

STRDEXCONINTWISCHA
14 (+2)10 (+0)14 (+2)16 (+3)16 (+3)16 (+3)

Saving Throws Int +6, Wis +6, Cha +6

Skills History +9, Perception +6, Religion +6

Damage Resistances force, thunder

Damage Immunities psychic

Condition Immunities charmed, exhaustion, frightened

Senses truesight 60 ft.; passive Perception 16

Languages all

CR 7 (XP 2,900; PB +3)

A mechanical, angelic entity with a golden clock face and metallic claws, holding a glowing hourglass.

Anchored in Time. The chronos can't shape-shift or be aged. Further, it can't be affected by the haste, slow, and time stop spell.

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

Winding the Clock. At the start of each of its turns in combat, the chronos gains 1 charge, up to a maximum of 12. Further, the chronos starts the combat with 1d2 charges.

Actions

Multiattack. The chronos makes three Claw attacks.

Claw. Melee Weapon Attack: +5, reach 5 ft. Hit: 16 (4d6 + 2) slashing damage.

Passage of Time (Recharges after a Rest). Charisma Saving Throw: DC 14, one creature within 60 feet that it can see. Failure: 45 (7d12) psychic damage and the target ages for 1d12 years. Success: Half damage.

Rewind Time (1/Day; 3 Charges). The chronos regains all its hit points, ends all effects and spells on it, and recharges all its abilities, except this one.

Bonus Actions

Hasten (1 Charge). The chronos casts haste. It doesn't require maintaining concentration on that spell, and the target doesn't suffer from lethargy at the end of the spell.

Slowing (1 Charge). The chronos casts slow (save DC 14) on a single target. It doesn't require maintaining concentration on the spell, and if the target fails the initial save, it has disadvantage on the subsequent saves at the end of its turn.

Stasis (Recharge 5-6; 1 Charge). Wisdom Saving Throw: DC 14, one creature within 60 feet that it can see. Failure: The target becomes petrified until the end of its next turn. While petrified this way, the target is immune to all damage.

Chronos

Large • Celestial • Lawful Neutral

Armor Class 18

Hit Points 190 (20d10 + 80)

Speed 10 ft., fly 40 ft.

Initiative +5 (15)

STRDEXCONINTWISCHA
18 (+4)10 (+0)18 (+4)20 (+5)20 (+5)20 (+5)

Saving Throws Int +10, Wis +10, Cha +10

Skills History +15, Perception +10, Religion +10

Damage Resistances force, thunder

Damage Immunities psychic

Condition Immunities charmed, exhaustion, frightened

Senses truesight 120 ft.; passive Perception 20

Languages all

CR 14 (XP 11,500: PB +5)

A mechanical, angelic entity with a golden clock face and metallic claws, holding a glowing hourglass.

Anchored in Time. The chronos can't shape-shift or be aged. Further, it can't be affected by the haste, slow, and time stop spell.

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

Winding the Clock. At the start of each of its turns in combat, the chronos gains 1 charge, up to a maximum of 12. Further, the chronos starts the combat with 1d6 charges.

Actions

Multiattack. The chronos makes three Claw attacks.

Claw. Melee Weapon Attack: +9, reach 5 ft. Hit: 28 (7d6 + 4) slashing damage.

Passage of Time (Recharges after a Rest). Charisma Saving Throw: DC 18, one creature within 60 feet that it can see. Failure: 84 (13d12) psychic damage and the target ages for 3d12 years. Success: Half damage.

Rewind Time (1/Day; 3 Charges). The chronos regains all its hit points, ends all effects and spells on it, and recharges all its abilities, except this one.

Bonus Actions

Hasten (1 Charge). The chronos casts haste. It doesn't require maintaining concentration on that spell, and the target doesn't suffer from lethargy at the end of the spell.

Slowing (1 Charge). The chronos casts slow (save DC 18) on a single target. It doesn't require maintaining concentration on the spell, and if the target fails the initial save, it has disadvantage on the subsequent saves at the end of its turn.

Stasis (Recharge 5-6; 1 Charge). Wisdom Saving Throw: DC 18, one creature within 60 feet that it can see. Failure: The target becomes petrified until the end of its next turn. While petrified this way, the target is immune to all damage.

QUICK REFERENCE

USING MONSTER VARIANTS

Monster variants allow the GM to adjust encounters to better match the party’s strength, narrative needs, or world-building logic. A weaker variant may represent a juvenile, wounded, or lesser specimen, while a stronger variant can serve as a leader, champion, ancient creature, or apex predator.

Variants can be used to fine-tune difficulty without changing the core identity of the monster, making them ideal for scaling encounters, reinforcing hierarchy within a faction, or creating memorable boss-style enemies. You can even use the same stat block but different variants in the same encounter if you want.

Design Note. Each monster is primarily balanced around its normal version. Weaker and stronger variants are derived adjustments and may not always preserve every tactical nuance or “feel” of the original creature. GMs are encouraged to review variants carefully and adjust abilities or tactics as needed to best suit their table.