TOME OF BEASTS • C
A chronalmental is dicult to pin down, and it may appear as
a large man-shaped absence in the air that reveals rst a eld of
stars, then a contorted rainbow of colored bands, then a brilliant
white light, strobing in and out of existence.
F T. Shiing between the past, present, and future,
chronalmentals are formed from temporal energy. ey ow like
sand in an hourglass and exist between the tickings of a clock.
e rst chronalmentals were forged from extra time le
over from the beginning of the universe. Many served as shock
troopers in unfathomable wars between angels and ends or
gods and ancient titans. Most were lost between seconds or
abandoned to dri aimlessly in the Astral Plane or in the void
between the stars.
S C. Locations of historical signicance—
both past and future—aract chronalmentals. ey have a
fondness for baleelds 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.
E C. atever 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. ese
changes occur randomly, a side-eect of a chronalmental’s
presence, and things return to normal when they depart.
A chronalmental does not require air, food, drink, or sleep.
CHRONALMENTAL
Large elemental, unaligned
Armor Class 17 (natural armor)
Hit Points 152 (16d10 + 64)
Speed 30 ft.
a DC 16 Wisdom saving throw. On a failed saving throw, the
chronalmental draws some of the creature’s time into itself
STR DEX CON INT WIS CHA
and gains +10 to its position in initiative order. In addition, the
14(+2) 20 (+5) 19 (+4) 9 (–1) 13 (+1) 6 (–2) 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
Damage Immunities poison; bludgeoning, piercing, and not both. While it is stealing time, the chronalmental’s speed
slashing from nonmagical weapons increases by 30 feet, and when it takes the multiattack action, it
Condition Immunities exhaustion, paralyzed, petrified, can make an additional slam attack. The targeted creature can
poisoned, unconscious repeat the saving throw at the end of each of its turns, ending
Senses darkvision 60 ft., passive Perception 11 the effect on a success.
Languages Celestial, Infernal Displace (Recharge 5–6). The chronalmental targets one
creature it can see within 30 feet of it. The target must succeed
Challenge 8 (3,900 XP)
on a DC 16 Wisdom saving throw or be magically shunted
outside of time. The creature disappears for 1 minute. As an
Temporal Body. When a chronalmental is subjected to a slow
action, the displaced creature can repeat the saving throw. On
spell, haste spell, or similar effect, it automatically succeeds on
a success, the target returns to its previously occupied space,
the saving throw and regains 13 (3d8) hit points.
or the nearest unoccupied space.
ACTIONS REACTION
Multiattack. The chronalmental makes 1d4 + 1 slam attacks.
Step Between Seconds (Recharge 4–6). When a creature
Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. the chronalmental can see moves within 5 feet of it, the
Hit: 16 (2d10 + 5) bludgeoning damage. chronalmental can shift itself to a place it occupied in the past,
Steal Time (1/Day). The chronalmental targets one creature it teleporting up to 60 feet to an unoccupied space, along with
can see within 30 feet of it. The targeted creature must make any equipment it is wearing or carrying.
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