Legendary Resistance (3/Day). If the Chaos Druid fails a saving throw, it can choose to succeed instead.
Spellcasting. The Chaos Druid is a 11th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 18, +10 to hit with spell attacks). It has the following druid spells prepared:
Cantrips (at will): druidcraft, guidance, produce flame, chill touch, poison spray,
1st level (6 slots): animal friendship, cure wounds, speak with animals, thunderwave, entangle
2nd level (4 slots): darkvision, hold person, ray of enfeeblement
3rd level (3 slots): animate dead, gaseous form, sleet storm
4th level (3 slots): blight, confusion, dominate beast
5th level (2 slots): cloudkill, contagion, antilife shell
6th level (1 slot): wall of thorns
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage.
Blighting Touch. Melee Spell Attack: +10 to hit, reach 5 ft., 1 target. Hit: 18 (4d8) necrotic damage. Any hit against a plant or plant creature is a critical hit.
Thorn Whip. Ranged Spell Attack: +16 to hit, reach 20 ft. 1 target. Hit: 3d6 piercing damage. Any successful hit on targets medium or smaller pulls the creature 10 ft closer to you.
Wildshape. The Chaos Druid magically assumes the shape of a beast with a Challenge Rating of 3 or less. Its game statistics, other than its Intelligence, Wisdom, and Charisma scores; its skill and saving throw proficiencies; and its damage resistances and immunities, are replaced by that of the beast. If the chaos druid is reduced to 0 hit points while in such a form, it reverts to its normal form at the same number of hit points it had before using this feature, and any remaining damage is applied to the chaos druid.
These reactions are only in his Mythic state.
Insanity Contingency. (Recharge 1-3) The Chaos Druid is able to utilize a reaction to form insanity piercing blades throughout its body. Anyone that hits it with a melee attack, it will have to make a Wisdom DC 13 save or is Frightened
Crown of Chaos and Vines. (1/Day) When the chaos druid is hit with an attack, it can grow a crown of chaos and vines. Once this is done, it can use its reaction on its turn to deal 2d12 poison damage to one creature you can see within 10 feet of you.
The blight lord can take 1 legendary action, 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 blight lord regains spent legendary actions at the start of its turn.
Cantrip. The blight lord casts a cantrip.
Blighting Touch. The blight lord uses its Blighting Touch.
Disrupt Life (Costs 3 Actions). Each living creature within 20 feet of the blight lord must make a DC 16 Constitution saving throw against this magic, taking 21 (6d6) necrotic damage on a failed save, or half as much damage on a successful one.
Once the Druid dies the first time, it sprouts into a chaotic entanglement creature. It regains full HP and has the following effects.
Chaotic Resistances. When the chaos druid is hit by a magical attack, roll a 1d20. On a 1, the spell dissipates.
Chaos Resonance. The chaos druid becomes a part of chaotic limbo, and all damage is halved. He has a concentration on this spell, Consitution save of DC 16. He can recast this spell on a recharge 1-2.
Chaos Formation. The chaos druid rolls a 1d6 at the beginning of every turn. He is able to cast any of its spells on that spell level.
Insanity Whip. Ranged Spell Attack: +16 to hit, reach 20 ft. 1 target. Hit: 3d6 psychic damage. The target must make a 15 DC Consitution saving throw. On a failure, the target is poisoned. Any successful hit on targets medium or smaller pulls the creature 10 ft closer to you.
He is able to utilize his reactions.
Lair and Lair Actions
Lair and Lair Actions
the Chaos Druid makes its lairs deep within an ancient forest or misty swamps. They are often guarded by undead versions of the beasts that naturally live in the area, as well as twig blight, needle blight, and vine blight.
Lair Actions
On initiative count 20 (losing initiative ties), the blight lord takes a lair action to cause one of the following magical effects; the blight lord can’t use the same effect two rounds in a row:
- The chaos druid causes thorny plants to grow from the ground in a 20-foot square originating within 30 feet of it. The area becomes difficult terrain and any creature starting its turn in it must make a DC 16 Dexterity saving throw, taking 18 (5d6) piercing damage on a failed save or half as much damage on a successful one.
- The chaos druid sends bestial spirits to attack a single creature it can see within 30 feet of it. The target must make a DC 16 Constitution saving throw, taking 36 (8d8) necrotic damage on a failed save or half as much damage on a successful one.
- The chaos druid rolls a d4 and regains a spell slot of that level or lower. If it has no spent spell slots of that level or lower, nothing happens
(Upon Mythic Form) - The chaos druid calls upon nature to summon 1 of every blight from around him. After the first time, the chaos druid summons 1 of the 6 at random of the chaos fractured creatures.
- The chaos druid is able to call upon his Owlbear who is now a Skeletal Owlbear. He is unable to use this again for the remainder of the day.
Regional Effects
The region containing a legendary blight lord’s lair is drained of life by the blight lord's presence, which creates one or more of the following effects:
- Beasts who come within 1 mile of the lair become frightened and refuse to come closer.
- Plants within 1 mile of the lair take on a blackened and withered appearance.
- The smell of rot and decay pervades the air within 1 mile of the air, becoming stronger when closer to it.
If the blight lord dies, these effects fade over the course of 1d10 days.
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