Chronotyryn (5e Creature)
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Large monstrosity, lawful evil
Saving Throws Dexterity +9, Constitution +10
Dual Action. At the start of combat, the chronotyryn rolls for initiative twice, occupying two places in the initiative order and taking two turns per round. Additionally, the chronotyryn can concentrate on two spells at once.
Innate Spellcasting. The chronotyryn's innate spellcasting ability is Charisma (spell save DC 19). The chronotyryn can cast the following spells, requiring no material components:
Magic Resistance. The chronotyryn has advantage on saving throws against spells and other magical effects.
Magic Weapons. The chronotyryn's weapon attacks are magical.
Reactive. The chronotyryn can take one reaction on every turn in combat, instead of every round.
Spellcasting. The chronotyryn is a 12th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 19, +11 to hit with spell attacks). The chronotyryn knows the following sorcerer spells:
Cantrips (at will): dancing lights, mage hand, mending, ray of frost, resistance
Wakeful. When one of the chronotyryn's heads is asleep, its other head is awake.
Multiattack. The chronotyryn makes two talon attacks and one bite attack, or two flechette attacks.
Talons. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 9 (1d6 + 6) slashing damage.
Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 6) piercing damage.
Feather Flechettes. Ranged Weapon Attack: +9 to hit, range 60 ft., one target. Hit: 11 (2d6 + 4) slashing damage.
Sonic Screech (Recharge 5-6). The chronotyryn unleashes an ear-splitting screech. Each creature within 20 feet of the chronotyryn must make a DC 18 Constitution saving throw. On a failed save, a creature takes 35 (10d6) thunder damage and is deafened for 1 minute. On a successful save, a creature takes half as much damage and is not deafened.
Chronotyryn are one of those high-level monsters who believe themselves to be gods — or that at least like to have others believe that. They have innate time-controlling abilities used to bewilder enemies and their feathers are adamantine, what's normally an extremely hard and rare ore.