Chronalmental — fantasy monster illustration. Chronalmental is a large elemental (Challenge Rating 8).

Image: FTTHelper

Summon a portrait of this monster
Describe it your way — Chronalmental is already filled in.
Summon art →

Chronalmental

Large Elemental, Neutral

AC
17
HP
142
Speed
30
CR
8

False


Armor Class 17 (natural armor)

Hit Points 142 (15d10 + 60)

Speed 30 ft.


STR
14 (+2)
DEX
20 (+5)
CON
19 (+4)
INT
9 (-1)
WIS
13 (+1)
CHA
6 (-2)

Damage Vulnerabilities False

Damage Resistances False

Damage Immunities poison; bludgeoning, piercing, and slashing from nonmagical attacks

Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, restrained, unconscious

Senses darkvision 60 ft., passive Perception 11

Languages Celestial, Infernal

Challenge 8


Traits

Elemental Nature. The chronalmental doesn't require air, food, drink, or sleep.

Temporal Body. When a chronalmental is subjected to a slow spell, haste spell, or similar effect, it automatically succeeds on any saving throws required by the spell or effect and regains 13 (3d8) hp.

Actions

Multiattack. The chronalmental makes three 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 steals time from one creature it can see within 30 feet of it, drawing the stolen time into itself. The target must make a DC 16 Wisdom saving throw. On a failure, the target's speed is halved, and it can take either an action or a bonus action on its turn, but not both for 1 minute. Then, the chronalmental's position in the initiative order increases by 10, its speed increases by 30 feet, and when it takes the Multiattack action, it can make one additional Slam attack. The target can repeat the saving throw at the end of each of its turns, ending the effects on itself and the chronalmental on a success.

Displace (Recharge 5-6). The chronalmental sends one creature it can see within 30 feet of it outside of the flow of time, shunting the creature to a tiny demiplane. The target must succeed on a DC 16 Wisdom saving throw or be stunned and magically shunted outside of time for 1 minute. The creature disappears for the duration, returning to the space it previously occupied, or the nearest unoccupied space, when the effect ends. At the end of each of its turns, the target can repeat the saving throw, ending the effect on itself on a success.

Reactions

Step Between Seconds (Recharge 4-6). When a creature the chronalmental can see moves within 5 feet of it, the chronalmental can teleport, along with any equipment it is wearing or carrying, to an unoccupied space within 60 feet that it occupied within the past minute.

Community Images

Chronalmental — fantasy monster illustrationPrimary
FTTHelper · auto-generated · monster · monster

Sign in to upvote images, report inappropriate ones, and curate the entry's primary visual.

Have art for this entry? Contribute art — sign in, then use Add image.

Related entries

matched by shared tags

6 same-category · 0 cross-category

Further reading

Jetpack7 Game Master Series
The Game Master's Book of Random Encounters
Jeff Ashworth · 2020
The Game Master's Book of Traps, Puzzles and Dungeons
Jeff Ashworth · 2022
The Game Master's Book of Legendary Dragons
Aaron Hübrich · 2022