Alternate Traits and Actions
The following changes allow GMs to alter a chronalmental without modifying its challenge rating.
Future Echo (1/Day). When the chronalmental has fewer than its maximum hit points, it can use an action to bring a copy of itself back from the future in any unoccupied space within 60 feet. The copy has half the chronalmental’s current hit points, and it can’t use its Steal Time action or any actions or reactions with a recharge. The copy remains for 1 minute or until the chronalmental dies, whichever occurs sooner.
The chronalmental loses its Temporal Body trait.
Looped Time (Recharge 5–6). The chronalmental targets one creature it can see within 30 feet of it. The target must succeed on a DC 16 Charisma saving throw or be forced to repeat its actions during its previous turn for 1 minute. At the beginning of each of its turns, the target appears in the same location it began its turn when the loop starts, or the nearest adjacent location if that location is occupied. If the target moved during the loop, it moves in the same direction, stopping if it encounters an obstacle. If the target attacked during its turn, it attacks using the same weapon, in the same direction, and with the same attack and damage rolls.
The target can repeat the saving throw at the end of each of its turns, ending the effect on a success.
The chronalmental loses its Displace action. Alternatively, both the chronalmental’s Displace and Looped Time actions recharge only on 6.
Out of Time Step (Recharge 5–6). As a bonus action at the end of the initiative count, the chronalmental can take the Attack (to make a single melee attack only), Dash, Disengage, Hide, or Use an Object action. On its next turn, it can only make 1d3 + 1 slam attacks if it uses Multiattack.
The chronalmental loses its Step Between Seconds reaction. Alternatively, the chronalmental’s Step Between Seconds reaction recharges only on 5–6, and its Out of Time Step trait recharges only on 6.
Temporal Displacement (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 save, the target takes 21 (6d6) psychic damage, and for 1 minute, it can’t use reactions, its speed is halved, it can’t make more than one attack on its turn, and it can’t use both an action and a bonus action on its turn. On a success, the target takes half as much damage and is otherwise unaffected. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If the target fails this saving throw by 5 or more, it also ages a number of years equal to half the damage taken.
The chronalmental loses its Steal Time action.
New Magic Items and Spells
The following magic items and spells are inspired by the chronalmental.
Amulet of Chronalslipping
Wondrous Item, Rare (Requires Attunement)
This amulet flickers in and out of existence. The amulet has 3 charges and regains 1d3 expended charges daily at dawn. You can use your reaction, when a creature you can see moves within 5 feet of you, to shift yourself to a place you occupied in the past. You teleport up to 60 feet to an unoccupied space along with all equipment you are wearing and carrying.
Borrow Time
6th-Level Transmutation (Sorcerer, Wizard)
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a stable portion of a chronalmental)
Duration: Concentration, up to 1 minute
When you cast this spell, it draws temporal energy from a creature of your choice you can see within range. The target must succeed on a Wisdom saving throw or its 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 the target is affected by this spell, your speed is doubled, and you gain an additional action on your turn, which you can use to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends.
Temporal Shunt
5th-Level Conjuration (Sorcerer, Wizard)
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: 1 minute
A temporal void surrounds a creature of your choice that you can see within range. The target must succeed on a Wisdom saving throw or become removed from the normal passage of time for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target.
Timesuit
Armor (Leather), Very Rare (Requires Attunement)
While wearing this armor, you gain a +1 bonus to AC, and you are immune to the petrified condition. When you are targeted by any spell that alters your reference in time (including those with effects similar to haste or slow), you can choose to automatically succeed on a resulting saving throw and regain 3d8 hit points.
The armor has 3 charges and regains 1d3 expended charges daily at dawn. You can use a bonus action and expend 1 charge to make 1d2 weapon attacks.
Chronalmental Adventure Hooks
- A trio of chronalmentals have created a resonant field, trapping a village and all within such that they experience the same day over and over while time passes normally outside the village. A noble expecting the delivery of goods from the village a week prior, and whose messengers have not returned from the village, seeks adventurers to investigate the mystery. Destroying one of the chronalmentals frees the village.
- An archmage seeks to capture a chronalmental to preserve her corporeal form when she undergoes her transformation to a lich. She hires mercenaries (either the PCs or a rival group) for a considerable sum and accompanies them on their journey.
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Tome Unleashed is going back to where it all began, with Tome of Beasts. If you’ve got a favorite from that book, please let me know in the comments or elsewhere in the Kobold warrens, and I’ll make sure to add it to the queue.
The Tome Unleashed series fleshes out monsters from the Tome of Beasts, giving GMs ways to modify the existing monsters to surprise well-prepared players or to introduce monsters to a campaign.
What saving throw is the time suit referring to with haste?
Aha! There is none listed with the spell. I paraphrased the wording from the chronalmental in Tome of Beasts, which looks like it included all time-related spells from the 5e SRD.
EDIT: I’ve adjusted the text to hopefully be clearer. While there is no save for haste, as you point out, there might be for a similar spell. Thanks for the tip!