Swarm. The chaos motes can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny insect. The swarm can't regain hit points or gain temporary hit points.
Sensory Distortion. The chaos motes has a profound effect on the ways sensory information is transmitted through the area they occupy. Distorted in unpredictable ways becoming amplified, subdued, altered, and otherwise changed. Any ability checks using hearing, sight, smell and and/or sound that requires perception through the chaos motes is made at disadvantage. If the result of such an ability check is a natural 1, the sensory information is distorted so much as to be harmful, inflicting 4 (1d6) psychic damage.
Zone of Chaos. The area occupied by chaos motes is unstable with chaotic energies roiling and distorting the reality within. Any creature enters into an area occupied by the motes must make a DC10 Constitution saving throw or suffer an immediate 7 (2d6) necrotic damage. On subsequent turns, any creature that begins its turn in an area occupied by the motes must make a new save check or suffer an additional 7 (2d6) necrotic damage.
If any of the damage rolls comes up doubles, the creature suffers some form of physical mutilation as its flesh twists and warps. Roll on the Lingering Injuries table (DMG, Combat Options). These mutations can be restored through any magical means that would normally do so.
Chaos Shift. The chaos motes can shift the space around them. The mote may select any number of creatures in a 10-foot by 10-foot square that are within 60ft of it and trade positions with them. The creatures that are shifted must make a DC10 Intelligence saving throw. Creatures that fail the saving throw become stunned for one round.
Chaos Warp. Select a 30 ft square within 10 feet of the chaos motes. Any creatures within the area must make a DC10 Dexterity saving throw . Creatures that fail the saving throw find themselves disoriented as the world around them seems to warp and twist. They will have disadvantage on all attack rolls and ability checks until they move from the area or until the chaos motes select a new area to affect.
Chaos Diffusion. When a spell is cast against the chaos motes, roll a d6 and consult the table below:
1 - 3 Nothing happens
4 Spell is dispelled
5 Spell is reflected back at the caster
6 A catastrophic release of magical energy occurs. All creatures (including the chaos motes) must make a DC 15 Constitution Save or suffer 18 (5d6) lightning damage.
Description
Floating through the air like specks and spots of soot, chaos motes hang in a blurry, distortion of reality around them. Sound travelling through them reverberates, echoes, and distorts in strange ways.
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