Chromatic Age: The Chromatic Chameleon grows stronger the more it ages. The Chromatic Chameleon Age is Young/ Adolescent /Adult. The Age of The Chameleon uses its corresponding profiles.
Young Chromatic Chameleon AC: 17 CR: 8
Adolescent Chromatic Chameleon AC: 19
Chameleon Shifting Hide: The Chromatic Chameleon Gains immunity to damage depending on the colors of its hide. The Chromatic Chameleon Attacks also gain the damage types of the color it is, a creature must have resistance/immunity towards all damage types to gain resistance/immunity otherwise it deals full damage.
Chameleon Shifting Claws: The Chromatic Chameleon Attacks also gain the damage types of the color it is, a creature must have resistance/immunity towards all damage types to gain resistance/immunity otherwise it deals full damage.
Color Shift: Roll three 1d6 and the Chromatic Chameleon changes to those colors.
1: Red /Fire Weakness: Cold
2: Blue /Cold Weakness: Fire
3: Green /Poison Weakness: Force
4: Black /Acid Weakness: Lightning
5: Yellow /Lightning Weakness: Poison
6: Grey /Force Weakness: Acid
Weakness, Grants advantage on the first attack hitting with the weakness damage.
Swallowed: A swallowed creature is blinded and restrained, has total cover against attacks and other effects outside of the Chromatic Chameleon, and takes 12 (4d6) / 18 (6d6) acid damage at the start of each of the Chromatic Chameleon turns. The Chromatic Chameleon gullet can hold up to two creatures at a time. If the Chromatic Chameleon takes 30/60 damage or more on a single turn from a creature inside it, the Chromatic Chameleon must succeed on a DC 22 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, each of which falls prone in a space within 10 feet of the Chromatic Chameleon. If the Chromatic Chameleon dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 10 feet of movement, exiting prone.
Silent Movement. The Chromatic Chameleon has advantage on Stealth checks made to hide. If the chameleos is invisible, the roll is treated as a 20, regardless of the number rolled. The chameleos flies and walks silently and leaves no footprints when moving.
Magic Resistance. The Chromatic Chameleon has advantage on saving throws against spells and other magical effects.
Legendary Resistance (3/day). If the Chromatic Chameleon fails a saving throw, it can choose to succeed instead.
Multiattack. The Chromatic Chameleon can make two Claw attacks and either one of Tongue Lash/ Acid: Drench/ Chromatic Breath
Young Chromatic Claw: Element. Melee Weapon Attack: +8 to hit, reach 5 ft., 1 target. Hit: 23 (2d12 + 11) [Color Shift] damage.
Adolesent Chromatic Claw: Element. Melee Weapon Attack: +11 to hit, reach 5 ft., 1 target. Hit: 36 (3d12 + 18) [Color Shift] damage.
Young Tongue Lash. RangedWeapon Attack: +8 to hit, range 120/240 ft., 1 target. Hit: 23 (2d12 + 11) [bludgeing] damage and the target is Swallowed.
Adolescent Tongue Lash. RangedWeapon Attack: +11 to hit, range 120/320 ft., 1 target. Hit: 36 (3d12 + 18) [bludgeing] damage and the target is Swallowed.
Young Acid: Drench. RangedWeapon Attack: +8 to hit, range 150/150 ft., 1 target. Hit: 23 (2d12 + 11) [Color Shift] damage and the target is drenched making you vulnerable to the damage types you were dealt. The Creature may spend an action to clean this off themselves.
Adolescent Acid: Drench. RangedWeapon Attack: +11 to hit, range 120/320 ft., 1 target. Hit: 36 (3d12 + 18) [Color Shift] damage and the target is drenched making you vulnerable to the damage types you were dealt. The Creature may spend an action to clean this off themselves.
Young Chromatic Breath (Recharge 5–6). The Chromatic Chameleon exhales fumes in a 30-foot cone. Each creature in that line must make a DC 18 Dexterity saving throw, taking 40 (8d10) [Color Shift] damage on a failed save, or half as much damage on a successful one.
Adolescent Chromatic Breath (Recharge 5–6). The Chromatic Chameleon exhales fumes in a 30-foot cone. Each creature in that line must make a DC 18 Dexterity saving throw, taking 66 (12d10) [Color Shift] damage on a failed save, or half as much damage on a successful one.
Blend: As a Bonus Action take a Hide action.
Multireaction . The Chromatic Chameleon can make one reaction for each of its reactions.
Rapid Changing Colors. The Chromatic Chameleon uses Color Shift.
Chromatic Evasion. The Chromatic Chameleon attempts to hide until the end of the next creature's turn using a hide action.
Elemental Absorb. If the incoming energy is the same element as the hide the, its effect is lessened on the Chromatic Chameleon and stores it for the next melee attack. The Chromatic Chameleon Absorbs the triggering damage type. Also, the first time the Chromatic Chameleon hits with a melee attack, the target takes extra damage equal to the absorbed damage of the triggering type.
The Chromatic Chameleon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The Chromatic Chameleon regains spent legendary actions at the start of its turn.
Legendary Action Name (Costs 1 Actions). Enter the description for your legendary action.
Swat (Costs 1 Actions). The Chromatic Chameleon makes a claw attack.
Lash out (Costs 1 Actions). The Chromatic Chameleon makes a Lash attack.
Whirl-Spin (Costs 1 Actions). The Chromatic Chameleon makes a Lash attack and it hits every creature within 15 feet.
Hide in Plain Sight (Costs 1 Actions). The Chromatic Chameleon turns invisible and moves up to its movement.
Chromatic Recharge (Costs 2 Actions). The chameleos Recharges its Chromatic Breath.
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
Standing as tall as a house and draped in intoxicating blossoms, the Chromatic Chameleon is a bizarre synthesis of reptile and plant born from enormous surges of positive energy. Despite their inviting, vibrant hides, Chromatic Chameleons are ravenous predators, capable of warping the world around them into almost any placid scene and concealing themselves from ordinary senses. These abilities make them extraordinary ambush predators, and parties of human-sized travelers are easily picked off one by one from above thanks to the clever reptilian hunters’ long, prehensile tongues.
Lair and Lair Actions
Utopia
A Chromatic Chameleon is blessed with strange powers of illusion and can warp the world around it at will to seem idyllic and safe. This functions as a mirage arcana spell, though the Chromatic Chameleon simplistic intellect means it may create unusual or surreal illusions based on what its victims find appealing. Creatures in the affected area may recognize the landscape as unnatural with a successful DC 20 Wis saving throw; otherwise, the Chromatic Chameleon powers lull them into accepting the impossible. Affected creatures cannot recognize any natural hazards in the area, and the Chromatic Chameleon itself appears as something harmless within the affected area, such as a flower-covered hill, quaint home, or friendly animal, making it effectively invisible; if the Chromatic Chameleon attacks, it immediately breaks the invisibility effect but does not end the mirage arcana effect. Creatures immune to illusions and mind-affecting effects are immune to this effect.
On initiative count 20 (losing initiative ties), the Chromatic Chameleon takes a lair action to cause one of the following effects corresponding to the color.
Red: The battlefield is consumed in a blazing hot fire, For every 5 movement a creature makes they take 5 damage.
Blue: The battlefield is consumed in ice-cold, At the start of a creature turn they make a DC 18/20 con save otherwise suffer the effects of the slow spell until the start of their next turn.
Green: The battlefield is consumed in a fog of wretch smoke, At the start of a creature turn they make a DC 18/20 con save or become poisoned, this poison cannot be resited.
Black: The battlefield is consumed in grotesque bubbling tar, The terrain becomes difficult even in the air tar bubbles and the air is tick, the Chromatic Chameleon has half-cover.
Yellow: The battlefield is consumed in crashing lighting, At the start of a creature turn they make a DC 18/20 Dex save or take 18 (6d6) and are deafened until the start of their next turn.
Grey: The battlefield is gravity is turned up by double, creatures movement speed Is halved.
Previous Versions
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12/2/2021 9:37:29 PM
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Coming Soon
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