Medium Ooze, Any Chaotic Alignment
Armor Class 18
Hit Points 62 (7d12 + 20)
Speed 50 ft., Swim 80 ft., Climb 50 ft., Fly 20 ft., Burrow 30 ft.
STR
16 (+3)
DEX
18 (+4)
CON
12 (+1)
INT
17 (+3)
WIS
14 (+2)
CHA
12 (+1)
Saving Throws DEX +9, INT +8, WIS +7
Damage Vulnerabilities Cold
Damage Resistances Acid, Fire, Force, Piercing, Radiant, Slashing, Thunder
Damage Immunities Necrotic, Psychic
Senses Tremorsense 50, Truesight 200 , Passive Perception 20
Languages Every Language
Challenge 13 (10,000 XP)
Proficiency Bonus +5
Actions

Marked in Chaos. Using an action, one targeted entity must make a DC 18 INT saving throw or is marked. If 1+ entities are marked at the end of the Chaos Beasts tern roles a d20 and on an 18-20 the creature teleports to a marked creature and can make one attack. 

Storm of Form. Melee Weapon Attack: +10 to hit, reach 15 ft., 4 targets (max). Hit: 4d6 + 10 (roll for damage type to chart below) damage. 

Chaotic Spines. Ranged Weapon Attack: +8 to hit, range 120 ft., 1 target. Hit: 5d6 + 8 (roll for damage type in chart below) damage.

Formed Spin. Ranged Weapon Attack: +10 to hit, range 60 ft., 8 targets. Hit: 2d12 + 15 (roll for damage type in chart below) damage.


 

Roll to Determine Damage Type: 

1d20: 

  1. Psychic damage + 10d6 extra
  2. Piercing damage
  3. Slashing damage
  4. Fire damage
  5. Necrotic damage
  6. Acid damage
  7. Thunder damage
  8. Psychic damage
  9. Lightning damage
  10. Force damage
  11. Psychic damage + 1d4 extra
  12. Acid damage + 1d4 extra 
  13. Lightning damage + 1d4 extra
  14. Psychic damage + 2d4 extra 
  15. Acid damage + 2d4 extra 
  16. Lightning damage + 2d4 extra 
  17. Psychic damage + 3d4 extra
  18. Acid damage + 3d4 extra
  19. Psychic damage + 3d6 extra acid damage
  20. Acid damage + 4d6 extra psychic damage
Bonus Actions

Dash: takes another full move of movement. 

Dodge: next attack has disadvantage against it. 

Reactions

Chaos Form. Can repeat an attack against it on the attacker, even across dimensional barriers and thousands of miles. Damage type and amount of damage is repeated towards the attacker. 

Legendary Actions

4 legendary actions. 

Liquid form (Costs 1 Action). Turning into its liquid form it shifts into a space occupied by a non-ooze, the target must make a DC18 DEX saving throw or is restrained and takes 4d4+5 acid damage and 2d4+5 psychic damage. 

Teleport (Costs 2 Actions). Teleports to within 10 ft of a marked target. 

Description

Monsters of changing form, pale liquid taking forms usually representative of large cats or dogs with extra limbs. Everchanging. 

Can be any form though usually in a canine, feline, humanoid, or Giant Arachnid in nature. they can take any form and speak any language. When attacking the attacking appendages/projectiles are always in a changing form; from a thundering bolt of pale liquid lightning, to blades, to weird geometry infecting the mind. Creatures of chaos. 

Lair and Lair Actions

Spires of mirrored surfaces and objects of shifting movement.

Lair Actions

On initiative count 25;

  • Shifting Floors: every creature is moved to a random place in the lair. Every creature moved (ignoring chaos beasts) must make a DC 15 DEX check or is knocked prone. 

Regional Effects

  • At the top of every round, they take 1d4 psychic damage. 

Monster Tags: abberation

Liodyse_aleni

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