````col-mdflexGrow=2.5===# General InfoConstantine Chronosmith, the grand artificer and time-obsessed genius, fell prey to his own creation. His final experiment went awry, causing a temporal anomaly that trapped his essence within the Clockwork Tower. Now, he exists as a ghostly echo, flitting between moments and spaces within the tower, appearing unpredictably to offer advice, issue warnings, or, in some cases, hamper the progress of the adventurers.His temporal existence has had a profound effect on his disposition. The once jovial and enthusiastic inventor is now a far more unpredictable entity. His mood can shift dramatically, reflecting different aspects of his life and personality. One moment, he could be the wise and eager scholar offering invaluable knowledge, and the next, he could be the frustrated, irritable inventor, lashing out in anger at his own failed experiments.This unpredictable nature, combined with the invaluable insights he can provide, makes the Echo of Constantine a fascinating, if unreliable, ally. His understanding of the tower's workings is unrivaled, and his clues can be the key to surviving the dangerous mechanisms within the Clockwork Tower.## Plot: Clockwork TowerAs an NPC, the Echo of Constantine offers a lot of room for creative roleplaying. The DM can use the Echo to deliver important information, mislead the players, or provide unexpected aid, depending on Constantine's mood and how the players interact with him. His unstable temporal touch also adds an interesting mechanic to combat encounters, with its effects varying based on the target's past actions.````````col-md![[plots/clockwork-tower/images/chronosmith-constantine.jpg]]````
He appears as a tall(ish) human mail of middle age but exists as a ghostly echo, flitting between moments and spaces within the tower
Special Abilities
Ethereal Sight. The Echo of Constantine can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa.
Incorporeal Movement. The Echo of Constantine can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.
Actions
Unstable Temporal Touch.
Melee Spell Attack: +7 to hit, reach 5 ft., one creature.
Hit: 17 (4d6 + 3) psychic damage. The target must succeed on a DC 15 Wisdom saving throw or be affected by the Echo’s temporal instability, causing it to relive a past action. The DM can choose the past action, which could result in the target repeating an action, suffering the effects of a past injury, or experiencing a disorienting flash of a past event.