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:
- Psychic damage + 10d6 extra
- Piercing damage
- Slashing damage
- Fire damage
- Necrotic damage
- Acid damage
- Thunder damage
- Psychic damage
- Lightning damage
- Force damage
- Psychic damage + 1d4 extra
- Acid damage + 1d4 extra
- Lightning damage + 1d4 extra
- Psychic damage + 2d4 extra
- Acid damage + 2d4 extra
- Lightning damage + 2d4 extra
- Psychic damage + 3d4 extra
- Acid damage + 3d4 extra
- Psychic damage + 3d6 extra acid damage
- Acid damage + 4d6 extra psychic damage
Dash: takes another full move of movement.
Dodge: next attack has disadvantage against it.
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.
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.
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