False Appearance. While the tree remains motionless, it is indistinguishable from a dead tree.
Regeneration. Chaos Tree regains 2d12 hit points at the start of its turn if it is in contact with the ground. If Chaos Tree takes fire damage, this trait doesn't function at the start of its next turn. Chaos Tree dies only if it starts its turn with 0 hit points and doesn't regenerate.
Frightful Presence. All creatures standing within 25 feet from it's trunk, must make a DC 14 Wisdom saving throw or be frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful, or the condition ends for it, the creature is immune to the Tree's Frightful Presence for the next 24 hours.
Insanity Interference. The Chaos Tree exudes sanity in its nearby vicinity. All concentration spells that are long-range must make a DC 15 Spell save to keep the spell active. If a creature enters it's 5ft range than they must make a DC16 Wisdom save or loose concentration to all active spells and prevents any further concentration until they leave the area.
Unmovable. The Chaos Tree cannot be moved.
Multiattack. Chaos Tree makes 3 attacks. 1 root based attack; 1 branch based attack; 1 magical attack. It takes a bonus attack if a creature is grappled by one of it's attacks.
Branch Attacks :
Slam. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 14 (3d6 + 4) bludgeoning damage.
Branch. Melee Weapon Attack: +7 to hit, reach 15 ft., one target. Hit: 9 (2d6+2) bludgeoning damage.
Root Attacks :
Grasping Root. Melee Weapon Attack: +7 to hit, reach 15 ft., one target. Hit: 5 (1d6+2) bludgeoning damage. On a hit the target must make either a strength or dexterity saving throw (DC 15), or become grappled. The roots have a 16 AC and can be severed with six points of slashing damage administered in one attack. Cutting the root does not hurt Chaos Tree, but it does end the grapple.
Chaos Grip. Melee Weapon Attack on grappled target: +10 to hit, reach 40 ft., 1 target. Hit: 26 (4d12 + 10) of a random damage type.
Chaos Thorns. The Chaos Tree sends 3d4 quills from the root in a 30 ft radius at random enemies. Each quill is +4 to hit and does 1d10 piercing damage. Each target must make a DC 15 constitution saving throw or become poisoned.
Magic :
Spellcasting. The Chaos Tree is a 8th-level spellcaster. It's spellcasting ability is Intellegence (spell save DC 17, +3 to hit with spell attacks). It has the following spells prepared:
1st level (4 slots): cause fear, false life, ray of sickness, inflict wounds
2nd level (3 slots): ray of enfeeblement, blindness/deafness, darkness
3rd level (3 slots): life transference, vampiric touch
4th level (2 slots): blight, shadow of moil
Chaotic Ruined (Recharge 5-6). Chaos Tree explodes with chaotic energy in a 15 foot radius around intself. Each creature in that area must make a DC 16 Wisdom saving throw, taking 21 (6d6) psychic damage and 21 (6d6) force damage on a failed save, or half as much on a successful one.
Insanity Regrowth (Recharge 2-4). Shrouding itself in an aura of insanity, all spell attacks have disadvantage until the end of its next turn.
Chaotic shrapnel. Covered in hardened chaos, any physical attacks hit the attacker for (1d6) on a successful hit.
The Tree can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The Tree regains spent legendary actions at the start of his turn.
Legendary Resistance (3/Day). If the Chaos Tree fails a saving throw, it can choose to succeed instead.
Invulnerability (Recharge 6). The Chaos gives himself immunity to all damage except fire damage until the end of his next turn.
Chaotic Spawn (1/Day). The Chaos tree can summon a Root of Chaos.
Recharge (1 Action Points). Instantly Recharges 1 of his actions or spell slots 1d4 determines the level. (This spell turns into Regrow upon his Mythic conversion.)
Spell (2 Action Points). The Chaos Tree casts a spell with a casting time of 1 action. (Turns into an additional Chaos Bolt upon his Mythic Conversion.)
Chaotic Creation (3 Action Points) As a reaction once per turn, the creature can summon a chaotic fractured creature (Will be listed in name and description).
Upon reaching half it's health, it has the following effects. All Branch and Root attacks are no longer available due to it shedding it's protective armor.
Chaotic Explosion (Once per Battle. Takes 2 Turns with no other action meanwhile). The chaos tree explodes with a blast of chaotic energy, each creature within a 90ft cone must make a DC 22 Dexterity saving throw or take 70 (28d4) of one of the following damage types picked at random: acid, cold, lightning, fire or thunder. On a successful saving throw a creature takes half damage.
Hastened Spell (One Turn). The Chaos Tree casts a spell.
Tentacles. The Chaos Tree Explodes into a total of six tentacles, but their point of origin cannot be next to each other. Each Tentacle has a 100 ft. reach and 30 ft. of movement. They can move however they want on the Chaos Tree's turn, as long as their spaces moved does not exceed 30 ft. each. They have 40 hit points and an AC of 15. If a spell cast by the the tentacle has the range of touch, any of its tentacles can apply.
Multiattack. The Tentacles of the Chaos Tree can cast 1 magic attack and 1 Tentacle attack.
Tentacle. Melee Weapon Attack +13 to hit, reach 10ft. Hit 15(2d8+6) and target must make an attempt to break free of grapple against the Tree's +6 STR.
Chaotic Purge. The tentacle squeezes at it's grappled creature's very soul. Target must make a DC 16 Wisdom saving throw or take a random type of damage of (6d6). On success, target takes half damage and is no longer grappled.
Tentacular Regrowth (Costs 1 Legendary Action). The Avatar attempts to regain one tentacle with 20 hit points which spawns up to 30 ft. outwards. Roll a 1d20, where a 1 or a 20 regrows a tentacle.
Chaos Bolt. Ranged Weapon Attack: +5 to hit, range 60/120 ft., 1 target. Hit: 50 (1d20 + 40) psychic damage.
Description
This tree was planted by Cyric himself as a desperate attempt to free him from his prison. He knew that the other gods planned on restraining him, and he intends to be free soon with the help of this creature. It seems to care only about finding the keys to his prison, even upon itself being destroyed as long as it breaks free the prison of it's master.
Lair and Lair Actions
The Chaos Tree's Lair
The Choas tree has ingested a tear, in reality, itself connecting itself to the chaos realm of limbo. This gives it massive powers to call upon. On initiative count 20 (losing initiative ties), the tree can take a lair action to cause one of the following effects; it can’t use the same effect two rounds in a row:
- The Chaos Tree aborbs part of the realm of Chaos obtaining a spell slot determined by 1d4.
- A 30 foot area of the Tree's choosing suddenly becomes an extension of the chaos realm. Any creatures that enter the area that has an Intelligence of +6 must make a DC 18 Wisdom saving throw at the begging of each turn or when it enters. Upon a fail the creature takes 4d10 damage and is unable to cast spells. If the target remains in the area for more than 2 turns, they must make a DC 14 Dexterity saving throw to try to escape. Upon a fail, it becomes unconscious due to the chaotic realms interference.
- The Chaos Tree pulls upon the Chaos realm, and determined by a 1d6 it does the following:
1: Summons an Aberration at random with a CR of 1d12.
2: Summons a Monstrosity at random with a CR of 1d12.
3-4: Summons a random Chaos Fractured creature.
5: If there is a body within sight of the Tree, creates a random undead with a CR of 1d12.
6: Summons 1d4 random Chaos Fractured creatures.
Regional Effects
A region containing a passage to The Chaos Tree's lair is warped in one or more of these ways:
- Plants and animals raised within 2 mile of the passage have twisted, aberrant forms.
- Creatures within 1 mile of the passage frequently hear a whisper of insanity in the back of their head.
- If a humanoid spends at least 1 hour within 1 mile of the passage, that creature must succeed on a DC 22 Wisdom saving throw or descend into a type of madness (see “Madness of the Chaos Tree” below). A creature that succeeds on this saving throw can’t be affected by this regional effect again for 24 hours.
Madness of the Chaos Tree
d6 Flaw (lasts until cured) 1 “There’s a Chaotic corruption living in me!” (Claws at itself for unarmed damage) 2 “I can feel myself evolving into an aberration.” 3 “Chaos is the only natural thing.” (Attacks it's nearest Ally) 4 “A part of me has become a conscious entity.” 5 “My opponents must bow before the God of Lies!” 6 “Chaos shall envelope the realm!”
If the Tree dies, these effects fade away after 1d10 days.
Previous Versions
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Posted Dec 7, 2022Cool, was looking for a base for my own homebrew monster and I think this is just what I was looking for. I'm just going to use it as a base though and add and take away abilities and attacks
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Posted Dec 8, 2022Absolutely, this was definitely a first run and never actually got to see combat. Definitely feel free to remake it and balance it better and I can take this one down. :)