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Homebrew

Clockmaster CR: 5

Medium humanoid, lawful evil
Armor Class: 16
Hit Points: 105 (14d8 +42)
Speed: 30 ft

STR

10 +0

DEX

16 +3

CON

16 +3

INT

18 +4

WIS

14 +2

CHA

12 +1

Saving Throws: Dex +6, Con +6, Int +7
Skills: Arcana +7 Investigation +7 Perception +7
Damage Resistances: Force
Senses: Darkvision 60 ft. Passive Perception 15
Languages: Common, Dwarvish, Gnomish, Mechanus
Challenge Rating: 5
Proficiency Bonus: +3

1/day: Legendary Resistance (1/Day). If the Clockmaster fails a saving throw, it can choose to succeed instead.
Master of the Clock. The Clockmaster is immune to harmful effects created by its Time Skip lair action unless an effect says otherwise.

Actions

Multiattack. The Clockmaster makes two attacks, using Chronal Blade or Clockhand Bolt in any combination.
Chronal Blade. Melee Attack Roll: +6, reach 5 ft. Hit: 10 2d6+3 Slashing damage + 3 1d6 Force Damage.
Clockhand Bolt. Ranged Attack Roll: +7, range 120 ft. Hit: 11 2d6+4 Force Damage, and the target's Speed is reduced by 10 feet until the start of the Clockmaster's next turn.
Hand of Time (Recharge 5-6). Dexterity Saving Throw: DC 15, each creature in a 20-foot Cone. Failure: 18 4d8 Force Damage, and the target is pushed up to 10 feet away. Success: Half damage only.

Bonus Actions

Step Between Seconds. The Clockmaster teleports up to 20 feet to an unoccupied space it can see.

Reactions

Rewind. Trigger: The Clockmaster is hit by an attack from a creature it can see. Response: The Clockmaster gains a +2 bonus to AC against the triggering attack, potentially causing it to miss.

Legendary Actions

The Clockmaster can take 2 Legendary Actions, choosing from the options below. It can take only one Legendary Action option at a time and only at the end of another creature's turn. It regains all spent Legendary Actions at the start of its turn.
Clockhand Bolt. The Clockmaster makes one Clockhand Bolt attack.
Pendulum Sweep. Dexterity Saving Throw: DC 15, each creature in a 30-foot-long, 10-foot-wide line originating from the central pendulum. Failure: 9 2d8 Bludgeioning damage, and the target is pushed up to 10 feet in the direction of the swing. Success: Half damage only. The Clockmaster is also affected if it is in the pendulum's path.

Lair Actions

On Initiative Count 20 (losing initiative ties), the Clockmaster uses the following lair action: Time Skip. Draw one card at random from the 12 Clock Cards. The clock's hands immediately move to the hour shown on the card, and that card's effect occurs.
As the hands move, each creature whose space they pass through must make a DC 15 Dexterity saving throw. On a failed save, the creature takes 9 2d8 bludgeoning damage and is pushed up to 5 feet in the direction the hand is moving. On a successful save, the creature takes no damage and isn't pushed.
  The Twelve Hours.
  I - The First Hour, Echoing Footsteps. Each creature can't take reactions until the clock moves again. "Every step leaves a trace."
II - The Second Hour, Borrowed Time. The Clockmaster gains 10 temporary hit points until the next lair action. "A stolen moment can still protect."
III - The Third Hour, Temporal Jolt. Each creature must make a DC 15 Dexterity saving throw. On a failed save, it is pushed up to 10 feet away from the center. "Time Lashes out."
IV - The Fourth Hour, Weight of Ages. Each creature must make a DC 15 Strength saving throw. On a failed save, it falls prone. "Even the strong are bent by time."
V - The Fifth Hour, Stolen Breath. Each creature must make a DC 15 Constitution saving throw. On a failed save, it can't regain hit points until the next lair action. "The body forgets how to recover."
VI - The Sixth Hour, Slowed World. At six, everything slows. Until the nextlair action, each creature's Speed is halved. "The world drags behind the ticking hand."
VII - The Seventh Hour, Blurred Self. Each creature's first attack roll before the clock moves again has disadvantage. "A second image steals the blow"
VIII - The Eighth Hour, Rewind Wound. At Eight, time rewinds the last wound dealth. The last creature that took damage regains hit points equal to that damage. "The cut closes, but the memory remains."
IX - The Ninth Hour, Fading Moments. Each creature must make a DC 15 Wisdom saving throw. On a failed save, it has disadvantage on attack rolls and ability checks until the clock moves again. "Its thoughts slip between the seconds."
X - The Tenth Hour, Marked Hour. At Ten, one creature becomes marked. Choose one creature within 60 feet. When the clock moves again, each creature within 10 feet of it must make a DC 15 Dexterity saving throw, taking 14 4d6 force damage on a failed save, or half as much on a successful one. "The countdown begins."
XI - The Eleventh Hour, Final Warning. Each creature must make a DC 15 Wisdom saving throw. On a failed save, it has disadvantage on the next saving throw it makes before the clock moves again. "One last chance to fail."
XII - The Twelfth Hour, Midnight Veil. At Midnight, the entire chamber falls into magical darkness until the clock moves again. "When the bell dies, sight dies with it."

Regional Effects

Jitters in time, noticable to those with high perception and connections to mechanus. It feels as repeated dejavu in small actions even possibly their own.

The Clockmaster wants to change the entire timeline. Years ago, a terrible tragedy took everything from him. His family. His home. His entire life. Unable to accept what happened, he became obsessed with a single idea. If time could move forward, then surely it could move backward. He spent years constructing and enormous clocktower designed to reverse time itself but he never succeeded. Instead, he accidentally discovered how to make time move faster. Inside the tower, hours can disappear in seconds. Metal rusts before your eyes, candles burn down instantly, and cracks have begun appearing in reality as the Clockmaster pushes his experiments further and further. If he continues, he may tear time itself apart.

Suggested Environments

Anywhere where he can have beurocratic influence. He is not one to hide in the shadows but to misdirect and swindle to get where he wants to go.


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