Disruptive Being. When the elemental starts its turn under the effects of a spell that requires concentration, the spell’s caster must immediately make a DC 13 Constitution saving throw to maintain concentration on the spell. On a failure, the spell ends.
Random Form. At the start of each of the elemental’s turns, it must roll 1d6 to determine which action it can take. The elemental can take only that action on its current turn.
- 1–2: Chaos Bolt
- 3–4: Havoc Webbing
- 5–6: Slam
Chaos Bolt. Ranged Weapon Attack: +6 to hit, range 60 ft., one creature. Hit: 14 (4d6) psychic damage and the target must immediately use its reaction to move as far as its speed allows in a random direction.
Havoc Webbing. The elemental chooses a point it can see within 60 feet. All creatures within 10 ft. of that point are enmeshed in filaments of chaotic energies and must succeed on a DC 13 Wisdom saving throw or take 10 (3d6) psychic damage and become restrained for one minute, as long as the elemental’s concentration isn’t broken (as if concentrating on a spell). If the elemental can’t use this ability during its turn, its concentration is automatically broken. Affected creatures can repeat the saving throw at the end of each of their turns, freeing themselves on a success.
Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 14 (3d6 + 4) bludgeoning damage and the target teleports 15 ft. in a random direction, falling prone where it arrives. If the destination space is occupied, both the target and the occupying creature fall prone.
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