Chronomancer-Type
A time-manipulating threat that disrupts turns and outcomes.
Threat File — Chronomancer-Type
TR 11 · NecronsSaves: Willpower +9
Senses: Sees normally in total darkness
Chronometron Field. Necron allies within 30 feet share a defensive time-skip: once per round, one of them may impose Disadvantage on an attack made against it.
Untethered Sequence. The chronomancer may take its turn at any point in the round, deciding when it acts after seeing how the round unfolds.
Aeonstave Touch. Melee Attack: +8 to hit, reach 5 ft., one target, or Ranged Attack: +8 to hit, range 30 ft., one target. Hit: 2d10 + 3 energy damage, and the target makes a Willpower Save DC 16 or is mired in slowed time: it loses its next reaction and acts last in the next round.
Borrowed Moment. One Necron ally within 30 feet immediately takes an extra move or attack, spent from a future that will now not occur.
Entropic Rewind. Once per scene, the chronomancer undoes the last few seconds locally: one wound is unstruck (the damage from one hit this round is restored), one movement is retraced, or one destroyed apparatus stands unbroken, at GM discretion.
Time-Slip. When an attack hits the chronomancer, it slides a second sideways: the attack's damage is halved. Once per round.
Morale: Does not make Morale checks. When threatened it is simply already elsewhere, having left several seconds ago.
Tactics: Use the chronomancer to break the party's turn-order instincts: their charge arrives late, their overwatch was yesterday, the warrior they dropped is unfalling. Keep its effects legible — one temporal insult per round — so the party can identify the source and prioritize it. Killing it should snap time flat again, audibly.
Loot / Evidence / Hooks: The aeonstave keeps ticking after its bearer is scrap; anyone who holds it too long starts finishing sentences before the other person begins them.
Enemy Dossier
GM ReferenceA Chronomancer-Type carries an aeonstave and a professional relationship with causality: it lends its allies seconds that have not happened yet and bills its enemies for time they thought they had. Fights near it stop being sequential.
Use this enemy when the encounter should stop obeying turn order — hastened warriors, stolen actions, and a party wondering whose round it actually is.
Moderate durability, action-economy warfare, time-shield support, initiative disruption, deeply unfair in ways the party can learn to counter.
Chronometron Field. Necron allies within 30 feet gain a defensive time-skip: once per round, one of them may impose Disadvantage on an attack against it.
Untethered Sequence. The Chronomancer may act at any point in the round, deciding when its turn happens after seeing how the round unfolds.
Aeonstave Touch. Melee or short-range attack; Willpower Save or the target loses its next reaction and moves last next round, mired in slowed time.
Borrowed Moment. One Necron ally immediately takes an extra move or attack, spent from a future that will now not occur.
Entropic Rewind. Once per scene, undoes the last few seconds locally: one wound, one movement, or one destroyed apparatus is restored at GM discretion.
Morale: None; when threatened it is simply already elsewhere, having left several seconds ago.
Tactics: Use the Chronomancer to break the party's turn-order instincts: their charge arrives late, their overwatch was yesterday, the warrior they dropped is unfalling. Keep its effects legible — one temporal insult per round — so the party can identify the source and prioritize it. Killing it should snap time flat again, audibly.
Full Stat Block Priority: High