Turn Resistance. Insanity has advantage on saving throws against any effect that turns undead.
Insanity Magic Resistance. The creature is highly resistant to all types of magic but elemental and has advantage on Saving Throws against Spells and other magical effects. Instead of taking full damage from magic, the creature only takes half damage.
Chaotic Disturbance. Anyone who attempts to target this creature must first roll a 1d4. On a 4, they miss, no matter what.
Insanity Touch. Melee Spell Attack: +9 to hit, reach 5 ft., one creature. Hit: 10 (3d6) cold damage and 10 (3d6) psychic damage. The target must succeed on a DC 17 Constitution saving throw or be unable to cast magic for 1 turn.
Insane Wail. (Recharge 2) Insanity lets out a wail in a 120ft cone. Any that hear it must make a DC 19 Constitution saving throw or gain 1 level of exhaustion and any spells are interrupted.
Insane Transposition. (Recharge 5-6) Insanity is able to locate the power of the weave inside of a creature and teleport next to it within 75ft. Doing so causes a blast of insane energy around him making all spells cast at disadvantage or with advantages on saving throws against their target.
Chaotic Faith. (Recharge 3) The Child prays to the god of chaos and insanity. Blessing any Children of Insanity withing 25 ft. adding +1d4 AC for 1 turn and healing for 1d20 HP.
Arcanic Insanity. (Recharge 4) Insanity is able to react to a caster preparing to cast a spell. Casts Insane Wail. On a miss, it is immediately able to cast Insane Transposition if it's recharged.
World of Chaos. (Recharge 1) Upon the Child being hit, a dome of chaos envelopes everything within 120 ft of him that lasts for 1d4 turn. This realm has two affects and can not be cancelled by anything but a wish spell;
1) Everyone must make a DC 12 Wisdom save. On a fail, they see multiple of the creatures (3 Children), and has to attack each before the child will be hit. This effect ends upon the domes fall.
2) An Embodiment of Chaos forms randomly in the area and lasts only for as long as the dome remains.
Upon reaching 0 HP, the child of insanity teleports to a random enemy and explodes. Anyone within 5 ft of the child must make a DC 14 Dex save or take 1d6 Force damage. They must also make a DC 12 Wisdom save or have disadvantage on their next attack.
The body of the Child turns into the embodiment of Chaos at half HP.
Any Children of Insanity within sight also has advantage of their next attack and is healed for 1d8 HP.
Previous Versions
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9/6/2020 11:45:35 PM
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9/7/2020 12:36:10 AM
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9/7/2020 3:56:52 AM
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2
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9/7/2020 3:26:15 PM
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9/7/2020 3:27:30 PM
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10/25/2020 3:14:48 PM
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10
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10/25/2020 3:31:38 PM
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12
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1.2
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