Time Bomb
- Armor Class 14 (natural armor)
- Hit Points 22 (4d6 + 8)
- Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
8 (-1) | 16 (+3) | 14 (+2) | 3 (-4) | 10 (+0) | 10 (+0) |
- Damage Immunities poison, psychic
- Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
- Senses darkvision 60 ft., passive Perception 10
- Languages understands the languages of its creator but can't speak
- Challenge 2 (450 XP)
Immutable Form. The Chronie is immune to any spell or effect that would alter its form.
Magic Resistance. The Chronie has advantage on saving throws against spells and other magical effects.
Magic Weapons. The Chronie's weapon attacks are magical.
Actions
Blink. At the beginning of its turn, the Chronie magically teleports, along with any equipment it is wearing or carrying, up to 30 feet to an unoccupied space it can see. Before or after teleporting, the Chronie can make one Ticking Clock attack.
Ticking Clock. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Time Bomb can plant a small bomb on a creature, which detonates at the end of the next round. Each creature in a 5-foot-radius sphere centered on the target must make a Dexterity saving throw, taking 10 (3d6) force damage on a failed save, or half as much damage on a successful one. The target has disadvantage on the save. Removing the bomb requires a successful DC 10 Strength check. Throwing the bomb requires an additional action.
Time Bomb, a dog-like construct, moves quickly, blinking around the battlefield, planting time bombs, then blinking to the next target outside of range, always conscious of its location, all the bombs, and Lord Remington.