Special Trait Name. Chaotic
Defense. The Chaos Deity is immune to all spells from the following schools of magic: Necromancy, Transmutation
Action Name. Disrupt
Action Ranged Attack. Ranged Weapon Attack: +15 to hit, reach 30 ft., 4 target. (2d10 + 10) Force damage. Extra: Knocks anything caught in the range back 40 ft on a hit and 20 ft on a miss.
Action Name. ROCK!
Action Melee Attack: Melee Weapon Attack: +10 to hit, reach 45 ft., 1 target. (3d8 + 4) Bludgeoning damage.
Enter the description for how bonus actions work for your monster here.
Reaction Name. BLOCK!
Creates a shield whenever a spell from the schools of spells he is immune to is cast
The Chaos Deity can charge up any attack and add an extra die per full round of charge, However if he takes 15 or more hit points while charging he releases the attack on himself.
Legendary Action Name. Disrupt charge
Action Ranged Attack. Ranged Weapon Attack: +15 to hit, reach 30 ft., 4 target. Hit: (#d10 + 10) Force damage. Extra: Knocks anything caught in the range back 40 ft on a hit and 20 ft on a miss.
Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Description
Enter a general description for your monster here.
Lair and Lair Actions
THe Chaos Realm
Lair Actions
On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:
- Enter a description for a lair action.
- Enter a description for a lair action.
Regional Effects
The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:
- Enter a regional effect description.
- Enter a regional effect description.
If the [monster name] dies, these effects fade over the course of #d# days.