Bobus Wargar is a Void Plague. His spellcasting ability is Intelligence (spell save DC 27, +19 to hit with spell attacks). Bobus Wargar has the following spells prepared and can cast them without material components:
Cantrips (at will): fire bolt, mage hand, mind sliver, minor illusion, mold earth, ray of frost, guidance, mending, toll the dead.
1st Level (6 slots): absorb elements, detect magic, find familiar, gift of alacrity, magnify gravity, magic missile, silvery barbs, unseen servant, bless, healing word, heroism, sanctuary.
2nd Level (6 slots): fortune’s favor, immovable object, locate object, Rime’s binding ice, rope trick, web.
3rd Level (5 slots): counterspell, fireball, glyph of warding, hypnotic pattern, Leomund’s tiny hut, phantom steed, sleet storm.
4th Level (4 slots): dimension door, Mordenkainen’s private sanctum, polymorph, summon greater demon.
5th Level (4 slots): planar binding, synaptic static, wall of force.
6th Level (3 slots): contingency, magic jar.
7th Level (3 slots): forcecage, mirage arcane, plane shift, simulacrum, reverse gravity.
8th Level (3 slots): antipathy/sympathy, dark star, demiplane, maze, mind blank.
9th Level (2 slots): true polymorph, wish, gate, prismatic wall.
Legendary Resistance (5/Day). If Bobus Wargar fails a saving throw, he can choose to succeed instead.
Magic Resistance. Bobus Wargar has advantage on saving throws against spells and other magical effects.
Eternal Existence. Bobus Wargar is intertwined with the wicked leftovers of reality, and so doesn’t require air, food, drink, or sleep, and his form can not be assumed by any magical means not cast by him, such as with a true polymorph. As long as his connection with this primordial darkness exists, he can not be targeted by effects that could imprison him or possess him, he can not be affected by anti-magic fields, his hit point maximum can not be reduced, and he automatically regenerates to 1 hit point if he is ever slain or dropped to 0 hit points. The only way to sever Bobus Wargar's connection is to convince him to do so or destroy all evil in the universe.
Master of Time. Bobus Wargar's very existence causes distortions in time. Bobus Wargar can not be surprised, can concentrate on two spells or effects at once, and is always under the effect of the foresight spell. Bobus Wargar can also add his Intelligence modifier to initiative rolls and can take up to three reactions per round, but only one per turn. He can also change his perception of time to any speed he likes.
Multiattack. Bobus Wargar makes four attacks with Chronic Gust and uses Message From the Void or Spellcasting.
Omen From the Void (Recharge 5-6). Bobus Wargar draws upon the horrid power of the void outside of known reality, terrifying even creation itself. All creatures with 60 ft of Bobus Wargar must succeed on a DC 27 Wisdom saving throw or be frightened of him for 1 minute. Once per turn, they also take 22 (4d10) 4d10 physic damage if they dealt damage to Bobus Wargar that turn while frightened in this way. The creature can repeat the saving throw at the start of their turn, ending the effect on a successful save.
Chronic Gust. Ranged or Melee Spell Attack: +19 to hit, range 120 ft., one target. Hit: 16 (1d12 + 10)
1d12+10 force damage. Once per turn, a creature hit by this blast must succeed on a DC 27 Wisdom saving throw or be affected by the confusion spell until the start of Bobus Wargar's next turn, as they lose their reference of time.
Time Smudge. Bobus Wargar manifests up to eight 25 ft diameter spheres within 300 ft of him. These spheres are disconnected from the flow of time and are enhanced with the effects of the slow or haste spell (Bobus Wargar's choice). Any creature and object in one of the spheres must make a Wisdom saving against Bobus Wargar's spell save DC (which they can willingly fail) or be affected by the spell of that sphere. On their turn, the creature or object can also repeat the saving throw or make a Strength ability check against Bobus Wargar's spell save DC to resist the effects of the sphere for a round. Bobus Wargar can choose to be immune to the effects of the sphere. Bobus Wargar can also designate people who are immune to the effects of the sphere. Once on each of his turns, Bobus Wargar can change the effect of one of the spheres and move it 20 feet in any direction within 300 feet of him. The spheres last for one minute or until Bobus Wargar uses this feature again.
Quantum Tunnel. Bobus Wargar quickens the speed of time between two locations so much that it provides near-instantaneous movement. Boubus Wargar then teleports himself or a creature he can see within 120 feet of him 30 feet in any direction to an unoccupied space.
Chronic Shift (Recharge 5–6). Bobus Wargar delays or accelerates the flow of time, raising or lowering his initiative count or the initiative count of a creature or object with 120 ft of him by 5 or less. If he lowers the target's initiative count below 0, it resets to 1 higher than the current highest initiative count, while if he increases it when the target already has the highest initiative count, it resets to 1 lower than the current lowest initiative count.
False Wave Function Collapse. Bobus Wargar slightly slows or quickens the flow of time in a specific spot in the hopes of bringing about a specific future outcome. As a reaction, after he or a creature he can see within 60 feet of him makes an attack roll, an ability check, or a saving throw, Bobus Wargar can force the creature to reroll. He makes this decision after he sees whether the roll succeeds or fails. The target must use the result of the second roll.
True Wave Function Collapse (Recharge 5–6). Bobus Wargar breathly pears into the near-endless list of possible futures and strategically manipulates the flow of particles around him to force one of those futures to become reality. When Bobus Wargar or a creature he can see within 60 feet of him makes an attack roll, an ability check, or a saving throw, he can use your reaction to ignore the die roll and decide whether the number rolled is the minimum needed to succeed or one less than that number (his choice).
Dread Sheild. When Bobus is hit by an attack or targeted by the magic missile spell, he can cast the shield spell with no verbal or somatic components and surround him in a time bubble. While the spell is active, any creature that misses on a melee attack against Bobus Wargar takes all the damage that they would have dealt to him and must succeed on a DC 24 Wisdom save or become paralyzed, regardless of immunities to the paralyzed condition, until the end of its next turn, as the time bubble raptures and surrounds the attacker. Boubus Wargar then teleports 30 feet in any direction to an unoccupied space.
Bobus Wargar can take 5 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Bobus Wargar regains spent legendary actions at the start of his turn.
Attack. Bobus Wargar makes two attacks with Chronic Gust or casts a cantrip
Death Lines (Costs 2 Legendary Actions). Bobus Wargar unleashes a surge of arcane power that creates a 120-foot line of extremely slowed-down time, concentrating on them as if he were concentrating on a spell. Any creature caught in a Death Line is paralyzed, regardless of whether they are immune to the paralyzing condition, and can only escape the Death Line by being teleported out of it. The Death Lines fade away if Bobus Wargar ever loses concentration on them or if he is more than 300 feet away from them.
Spellcasting (Costs 3 Actions). Bobus Wargar casts a spell.
Bobus Wargar's very existence as a Void Plague is a crime against reality, tearing it apart at the most fundamental level and creating the following effects:
With his near-endless comprehension and ingenious mind, Bobus Wargar is a masterful tactician, who can easily find a way to get what he wants. Using his knowledge of chronomancy, Bobus can rapidly alter the battlefield to suit his needs, making it nearly impossible for his enemies to figure out his next move. However, his code to end suffering holds him back, as it prevents him from exploring very obvious tactical weaknesses. Because of this conviction, he often fights defensively, setting up control spells, buffing allies, debuffing enemies, and frequently avoiding danger, but rarely doing damage himself unless he absolutely must.