Resembled a humanoid-shaped distortion flickering between the past, present, and future, chronalmentals are formed from temporal energy. Chronalmentals flow like hourglass sands and can step between the ticking hands of clocks.
As Old as Time. The first chronalmentals were forged from extra time leftover from the early days of the universe. Many were used as a loyal shock troopers in unfathomable wars between angels and fiends or gods and titans. Most chronalmentals were lost between seconds or abandoned to drift aimlessly in the astral plane.
Dire Portents. Location of historical significance – both past and future – attract chronalmentals. They have a fondness for battlefields and other sites of conflict and strife. As they are drawn to noteworthy places, chronalmentals have a reputation as a harbingers of disaster or woe, and sightings of one have been known to incite panic.
Uneven Passage. Whatever the terrain, the environment behaves strangely around the stressed and combative chronalmental. Collapsed walls might suddenly rise up, seedlings become massive trees, and fallen soldiers replay their dying moments. These changes occur randomly, a side-effect of its presence, and things return to their present state when the chronalmentals departs.
Elemental Nature. A chronalmental doesn’t require air, food, drink, or sleep.
Large elemental, unaligned
Armour Class 15
Hit Points 168 (16d10+80)
Speed 30 ft.
Str 14 (+2), Dex 20 (+5), Con 19 (+5), Int 9 (-1), Wis 13 (+2), Cha 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 12
Languages Abyssal or Infernal
Challenge 11 (7,200 xp)
Temporal Body. If a chronalmental is subjected to a slow or haste spell or similar effect it automatically succeeds on the saving throw and regains 3d8 hit points.
Multiattack. The chronalmental makes 1d4+1 slam attacks.
Slam. Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 16 (2d10+5) bludgeoning damage.
Steal Time. 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 failure, the chronalmental draws some of the creature’s time it itself. 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, not both. While it is stealing time, the chromnalmental’s speed increased 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 on a short or long rest). 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 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, 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.