Chaos Aura. Each creature within 20 foot radius sphere from the chaos mage must make at the start of each of its turns a DC 20 Chrisma saving throw or suffer from one of the fllowing effects until the end of its next turn (roll or at random to ditermind an effect):
1-2: The target use its reaction to move (Dash) to an ally as much as it can and make a melee attack against it. If there is no creature within reach, the target makes a ranged attack against it. If the target can't make ranged attacks it does nothing on its turn.
3-4: The does nothing on its turn.
On a success, the target is immune to this effect for the next 24 hours.
Innate Spellcasting. The Chaos Mage Innate spellcasting ability is chrisma (spell save DC 24, +18 to hit with spell attacks). The Chaos Mage can cast the flowing spells, required no matirail components.
At will: control flame, alter self, mage hand, mage armor, resistance, ray of frost, fireball.
3/day each: fire storm, frost storm, wall of ice, wall of fire, wall of force, power ward stun.
Limited Magic Immunity. Unless he wishes to, the Chaos Mage can't be affected by any spell or other magical effects of 7th LV or lower. It also has advantage on saving throws against all other spells and magical effects.
Legedary Resistance (3/Day). If the Chaos Mage fails a saving throw, he can choose to succeed instead.
Multiattack. The Chaos Mage makes four sacimitar attacks or two sacimiter attacks and two fire bolt attacks.
Sacimitar +8. Melee Weapon Attack: +16 to hit, reach 20 ft., one target. Hit: 34 (4d12 + 8) slashing damage plus 7 (2d6) fire damage.
Fire Bolt. The Chaos Mage chooses a point on the ground within 120 ft of him. Each creature within 40 ft of that point must make a DC 24 Constitution saving throw or take 36 (8d8) fire damage, or half as much damage on a succeessful one. Flameble objects in that area that aren't being worn or carried also ignites.
Tornado (Recharge 5-6). The Chaos Mage creates a tornado at a point within 120 ft of him. The tornado size is a 120 ft radius 200 ft high cylinder. The toornado lasts for 1 minute and its area is lightly obscured.Each creature in its area once it appears must make a DC 24 Dexterity saving throw: on a failure, the target is restrained inside the tornado's space, it takes at the start of each of its turnds while inside it 21 (6d6) lightning damage. Whenever the tornado moves, the target moves with it. ON a succeess, the target appears in an unocoppied within 5 ftof the tornado.
To free itself, the target must make a DC 24 strength check, on a succeess, the target is flung up to 120ft and knocked prone. If landed on a solid surface, it takes 3 (1d6) bludgeoning damage for each 10 ft it was flung. On a succeess, the target is appears in an unocoppied space within 5 ft of thev tornado.
The tornado moves each each turn it lasts by 120 ft in a random direction. The tornado lasts until the Chaos Mage dismiss it as a bonus action or for 1 minute.
The Chaos Mage can take 4 legendary actions, choosing from the options below. Only one legedary action option can be used at a time and only at the end of anther creature's turn. The Chaos Mage regains spent legedary actions at the start of its turn.
Attack. The Chaos mage makes a sacimitar or a fire bolt attack.
Teleport (Costs 2 Actions). The Chaos mage magicaly teleports, along with any equipment it was waring or carried. Up to 200 ft to an unocoppied space that it can see.
Cast a Spell. The Chaos Mage cast an at will spell from its list of innate spellcasting that cost 1 Action to cast.
Lair and Lair Actions
The Chaos Mage lair is a dark cave sting on a cloud 2000 miles up from the ground. The area is 3000 ft long, 3000 ft wide and 3000 ft hight. It has three magical flames covering each corner at a 30 foot radius. At the middle of the cave there are 30000000 GP and 40 magical gems as well as 20 iron armors.
Lair Actions
On initiative count 20 (losing initiative ties), the Chaos Mage can take a lair action to cause one of the following effects; the Chaos Mage can’t use the same effect two rounds in a row
- The Chaos Mage cast "mirror image" or "fear" on one target.
- The Chaos Mage creates a 20 foot radius cloud, the cloud sphered around corneres, and its area is heavily obscured. The cloud lasts for 1 minute or until Chaos Mage dismiss it as a bonus action. It also dismisses if the Chaos Mage use =s this lair action again.
- The Chaos Mage creates a bolt of lightning at a line that is 120 ft long and 10 ft wide. Each creature in that area must make a DC 20 Dexterity saving throw or take 36 (8d8) lightning damage, or half as much damage on a succeesful one.
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