Medium Construct (Inevitable), Chaotic Evil
Armor Class 35 (Natural Armor)
Hit Points 2537 (175d8 + 1750)
Speed 120 ft., Fly 600 ft.
STR
30 (+10)
DEX
30 (+10)
CON
30 (+10)
INT
30 (+10)
WIS
30 (+10)
CHA
30 (+10)
Saving Throws STR +19, DEX +19, CON +19, INT +19, WIS +19, CHA +19
Damage Resistances Force
Damage Immunities Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Blinded, Charmed, Exhaustion, Frightened
Senses Blindsight 1,000 ft., Truesight 1,000 ft., Passive Perception 34
Languages Understands all languages but cannot speak, telepathy (1,000 ft.)
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

The Drops of Nan'Sapwe. Chaos is the physical embodiment of the Drops of Nan'Sapwe, coalesced into a humanoid shape. All features or abilities granted or affected by this will be colored in by the respective color.

Legendary Resistance (5/Day). If Chaos fails a saving throw, it can choose to succeed instead.

Limited Magic Immunity. Chaos has advantage on saving throws against spells and other magical effects. In addition, Chaos is immune to spells of 3rd level or lower.

Construct of Light. Chaos doesn't require air, food, drink, or sleep. In addition, Chaos is unaffected by difficult terrain and can squeeze through gaps as narrow as 1 inch. Chaos sheds a bright light for 10 ft. and a dim light for an additional 10 ft.

Immutable Form. Chaos is immune to any spell or effect that would alter its form.

Arcane Surge. Chaos gains an additional +5 bonus to initiative rolls. In addition, Chaos may concentrate on two spells at once.

Savage Attacks. Chaos scores a critical hit on a roll of 18 or higher. In addition, when Chaos scores a critical hit with a melee weapon attack, it may roll two of the weapon's damage dice one additional time and add it to the extra damage of the critical hit.

Omniproficient. Chaos is proficient in all skills, tools and languages.

Empowered Strikes. Chaos gains a +3 bonus to attack and damage rolls with its Slam attack.

Temporal Presence. Chaos adds its Charisma modifier to its AC and initiative rolls. In addition, Chaos has one reaction per turn.

Innate Spellcasting. Chaos's innate spellcasting ability is Charisma, (spell save DC 32, +24 to hit with spell attacks). Chaos can innately cast the following spells, requiring no material or verbal components:

At Will: Chaos Bolt (5th Level), Magnify Gravity (5th level), Pulse Wave (5th level), Steel Wind Strike.

3/Day Each: Disintegrate (8th Level), Gravity Fissure, Telekinesis*, Temporal Shunt.

2/Day Each: Foresight, Ravenous Void*, Reality Break*, Time Stop.
*Denotes Concentration

Actions

Multiattack. Chaos uses Chaos Cannon, Chaos Blast, or Spellcasting. It then makes two attacks using its Slam or Chaos Spear.

Slam. Melee Weapon Attack: +27 to hit, reach 5 ft., 1 target. Hit: 26 (3d8 + 13) bludgeoning damage plus 10 (3d6) force damage. If the target is a Large or smaller creature the target must succeed on a DC 22 Strength saving throw or be pushed up to 10 ft. in any direction.

Chaos Spear. Ranged Spell Attack: +24 to hit, range 500 ft., 1 target. Hit: 31 (6d6 + 10) force damage. If the target is a creature, it must succeed on a DC 22 Dexterity saving throw or be knocked prone.

Chaos Cannon (Recharge 5-6). Chaos channels the energy of all seven Drops of Nan'Sapwe and fires a bright, prismatic beam of energy in a 5 ft. wide, 500 ft. long line. Each creature in that area must make a DC 32 Dexterity saving throw, taking 105 (30d6) force damage on a failed save, or half as much on a successful one. Creatures killed in this way are annihilated.

Chaos Blast (Recharge 6). Chaos unleashes a surge of primal energy in the form of a shockwave. All creatures within an 80 ft. radius sphere of Chaos must succeed on a DC 32 Constitution saving throw. On a failed save, a creature takes 90 (20d8) force damage, is shoved 20 ft. away from Chaos, and is knocked prone. On a successful save, a creature takes half damage, is not shoved, and is not knocked prone.

Bonus Actions

Temporal Shift. Chaos teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see.

Chromatic Rejuvenation (Recharge 5-6). Chaos recovers 60 hit points. This number increased to 80 HP if Chaos is below half of his HP maximum.

Flurry of Blows. Chaos makes two Slam attacks.

Reactions

Temporal Shunt. Chaos casts Temporal Shunt.

Stone's Endurance (Recharge 5-6). When Chaos is damaged by an attack or spell that he can see, he may use his reaction to subtract 3d10 + 30 damage.

Illusory Self (3/Day). When a creature makes an attack roll against Chaos, it can impose an illusory duplicate of itself between it and the attacker. The attack automatically misses it.

Temporal Counterspell (Recharge 5-6). Chaos shifts time in his area to interrupt a creature it can see that is casting a spell. If the spell is 5th level or lower, it fails and has no effect. If the spell is 6th level or higher, Chaos makes a Charisma check (DC 10 + the spell’s level). On a success, the spell fails and has no effect. Whatever the spell’s level, the caster takes 10 (3d6) psychic damage if the spell fails.

Legendary Actions

Chaos can take 5 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. Chaos regains spent legendary actions at the start of its turn.

Attack. Chaos makes a Slam attack.

Spellcasting (Costs 2 Actions). Chaos casts one of its At-Will spells, or uses Chaos Spear.

Higher Casting (Costs 4 Actions). Chaos casts one of his higher powered spells.

Disrupt Reality (Costs 5 Actions). Chaos splinters the borders of reality, and fractures of other timelines and worlds flood the minds of all nearby creatures. Each creature within 100 ft. of Chaos must succeed on a DC 32 Intelligence saving throw. On a failed save, a creature takes 49 (14d6) psychic damage and is stunned for 1 minute. On a successful save, a creature takes half as much damage and is not stunned. A stunned creature can repeat the save at the end of its turn, ending the effect on itself on a success.

Description

*DISCLAIMER* - As the author of this homebrew monster, I would like to note that I am applying the D&D Wiki's 5th Edition "Mythic Monsters" variant rule. The appropriate CR for this monster is CR 50, but D&D Beyond does not permit such numbers. As such, the proficiency bonus for this monster has been adjusted appropriately to reflect this change in all aspects except saving throws. Award any party that defeats Chaos 1,220,000 XP.


"A coalition of mighty artifacts joined as one, given both form and personality."

The Drops of Nan'Sapwe beckon to all who will hear their siren song, yearning to be used to sow chaos and destruction. Benson Ovington polarized the artifacts in Middrel to be used as a power source for his ship. As a result, they have grown powerful, unyielding in their pursuit of chaos. Their once tempered and unpredictable power could now be unleashed, channeled and controlled... Or so Benson thought, for the drops have always had a will of their own. Benson Ovington sought the drops not because wanted them, but they wanted him. To the Drops of Nan'Sapwe, Ovington was merely a means to an end. The Drops of Nan'Sapwe scattered themselves across the galaxy in search of powerful, corruptible creatures to abuse them.

... And every step of the way, they have been stopped by the Guardians of the Galaxy. But at long last, these crystalline brothers and sisters are reunited. The personality traits the have absorbed from their hosts and developed have coalesced into a vaguely humanoid figure. This figure, which embodies hate, jealousy, anger, and envy now stands before the galaxy's mightiest heroes as an embodiment of chaos itself.

An entity so powerful that its mere presence warps and splinters the very fabric of the universe now opposes the Guardians. The universe trembles as Chaos takes shape upon the Material Plane.


"Chaos," as it has been dubbed, is the combination of all seven Drops of Nan'Sapwe. The seven drops gathered knowledge and power when they were scattered across the universe. Each drop bearer that the Guardians of the Galaxy had defeated had unknowingly embedded some of their knowledge, power, and personality into each drop. As such, Chaos can call upon many of the abilities of those who have wielded a Drop of Nan'Sapwe and used it to sow destruction.

Lair and Lair Actions

The area surrounding Chaos is a crumbling pocket of reality. The cosmic pressure this entity exerts on the universe is more than the fabric of reality can bear. Chaos splinters and cracks reality, causing the area within 200 ft. of it to shift and warp. The surrounding environment will change dramatically and frequently as Chaos exerts itself.

Lair Actions

On initiative count 20 (losing initiative ties), Chaos takes a lair action to cause one of the following effects; Chaos can’t use the same effect two rounds in a row:

  • Chaos summons three Spiritual Weapons in unoccupied spaces within 30 ft. of it. As a bonus action on its turn, Chaos attacks with all three of them. The Spiritual Weapons then disappear on initiative count 20 of next round.
  • Chaos's presence exerts stress on the universe, and causes a ripple in the fabric of reality. All creatures within 30 ft. of Chaos must succeed on a DC 24 Strength saving throw or take 10 (3d6) thunder damage and be knocked 10 ft. away from Chaos. A creature that succeeds takes half damage and is not moved.
  • The energy Chaos exerts warps time and space shifting and changing the environment in a dramatic way, often teleporting the entire battlefield to a new timeline or reality. The battlefield changes, as well as the combat environment. Roll 1d100 and consult the following table to determine the changes:

- 1-15: A populated daytime street in Ravnica. Pedestrians litter the street, becoming easy targets for Chaos. Citizens will not aid other combatants.
- 16-20: An isolated island at nighttime decorating the top of the Elemental Plane of Water. There is a 20% chance that there is a hurricane presently storming above, causing the area to be lightly obscured.
- 21-30: A dramatic and lonely promontory in the daytime. A thin strip of land serves as the battleground, the rest is difficult terrain or water.
- 31-36: A nighttime marsh deep within a swamp of the Gaping Maw, nestled somewhere in Demogorgon's layer of The Abyss. There is no moonlight, and the area counts as difficult terrain. There is a 10% chance Demogorgon himself is present to witness this event.
- 37-45: A flat, rocky plateau during a solar eclipse. The air is hot and dry, but there are otherwise no adverse effects.
- 46-52: Deep within the recesses of a volcanic crater. Roll 1d10. On a roll of 10, the volcano is active.
- 53-63: Within a mighty blizzard in the snowfield of Icewind Dale. The area is lightly obscured. The first time a creature starts its turn in this environment, it must succeed on a DC 11 Constitution saving throw or take 5 (2d4) cold damage and suffer one level of exhaustion. Creatures bundled up in cold-weather gear and creatures resistant or immune to cold damage automatically succeed on this save.
- 63-70: On a desolate rock floating through Limbo. Refer to DMG pg. 60 for the rules on playing in Limbo.
- 71-78: The wispy, empty, gray void of the Astral Plane. Rules for movement can be found on DMG pg. 47. There is a 10% chance the battle is interrupted by an Astral Dreadnought.
- 79-85: Deep underneath the water in the Elemental Plane of Water, submerged in the deep, dark waters.
- 86-90: Under the pale light of a full moon in the center of a halfling shire in Middrel. There is a 50% chance a festival is taking place during this night.
- 91-95: Within the great clockwork gears of Mechanus. Refer to DMG pg. 66 for the rules on combat in Mechanus. There is a 25% chance that modrons appear during the fight.
- 96-100: Aboard an I.T.F. spacecraft carrying precious cargo gently cruising along the phlogiston. Creatures that breathe in phlogiston are frozen in an organic crystal and become Petrified until they are once again in an atmosphere that allows them to breathe fresh air. Spells or attacks that deal fire damage deal 3x as much fire damage while in the phlogiston.

 

Monster Tags: construct

Habitat: Desert

JoeyFish97

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