Large Aberration, Chaotic Evil
Armor Class 18 carved stone armor
Hit Points 66 (7d12 + 20)
Speed 30 ft.
STR
19 (+4)
DEX
14 (+2)
CON
15 (+2)
INT
10 (+0)
WIS
12 (+1)
CHA
19 (+4)
Saving Throws STR +8, CON +6, CHA +8
Skills Athletics +8, Stealth +6
Damage Vulnerabilities Necrotic, Radiant
Damage Resistances Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Darkvision 60 feet, Passive Perception 14
Languages Abyssal
Challenge 9 (5,000 XP)
Proficiency Bonus +4
Traits

Innate Spellcasting. The chaoso's spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). It can innately cast the following spells, requiring no material components:

At will: fire bolt, message, minor illusion
4/day: disguise self,silent image
2/day: greater invisibility,mirror image

Actions

Multiattack. The chaoso makes one chaos hammer attack followed by two claw attacks. The chaoso can chose to replace either claw attack with a psychic dart attack.

Chaos Hammer. Melee Weapon Attack: +5 to hit, reach 5 ft., 1 target. Hit: 21 (3d6 + 10) bludgeoning damage. 

Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., 1 target. Hit: 10 (1d10+5) slashing damage, the target must make a DC 15 constitution saving throw taking 5 (2d4) poison damage on a failed save and half as much on a successful one.

Psychic Dart. Ranged Weapon Attack: +8 to hit, range 120/240 ft., 1 target. Hit: 14 (1d6 + 11) psychic damage.

Psychic Link(recharge 5-6). The chaoso choses a creature that it can see, that creature must succeed on a DC 16 wisdom saving throw or be linked to the chaoso for 2 minutes. While linked, when the chaoso takes any type of damage, the creature also takes half as much in psychic damage. The chaoso can also use anything from the creature's memory when creating illusions with spells.

Lair and Lair Actions

Chaosos tend to make their home in collapse caves to use parts of the crumbling cave to fix their armor and feast on what they've killed that day. However, their hunts for food keep them miles away from these caves for long periods of time. 

Lair Actions

On initiative count 15 (losing initiative ties), the chaoso takes a lair action to cause one of the following effects; the chaoso can’t use the same effect two rounds in a row:

  • A piece of the cave's ceiling falls off and lands on a creature within 30 feet of the chaoso. The creature must make a DC 13 dexterity saving throw, on success, the creature must chose to move 5 feet in any direction. If they refuse to move or fail the saving throw, the creature takes 5(2d6) bludgeoning damage
  • The unsteady ground shakes and crumble under the weight of those within the cave. Each creature inside the cave must succeed a DC 15 athletics or acrobatics check or be knocked prone. Creatures currently in the air or a body of water within the cave don't have to make the skill check, and creatures on the walls or ceiling of the cave have disadvantage on the skill check.
  • The chaoso hits the ground with the butt of its chaos hammer causing it to crack and crumble, the ground in a 20 foot radius around the chaoso becomes difficult terrain. The chaoso's movement is unaffected by the difficult terrain that it creates. The difficult terrain last for 5 minutes, or until the chaoso's attempts to make another difficult terrain.

 

StrongArms1111

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