Herald of Chaos. If Amygdala would be reduced to 0 hit points, his current hit point total instead resets to 500 hit points, he also regains all expended spell slots and recharges his legendary resistances. Additionally, Amygdala can now use the options in the "Mythic Actions" section for 1 hour.
Discorporation. When Amygdala drops to 0 hit points or dies, his body is destroyed, but his essence travels back to Limbo and is unable to take physical form for another 1000 years.
God of Chaos. Whenever a creature becomes within 15ft of Amygdala, they must succeed a DC 22 Wisdom saving throw or become engulfed in madness. If they succeed, they are immune to this effect for one day.
Legendary Resistance (5/Day). If Amygdala fails a Saving Throw, he can choose to succeed instead.
Limited Magic Immunity. Unless he wishes to be affected, Amygdala is immune to spells of 6th level or lower. He has advantage on saving throws against all other spells and magical effects.
Regeneration. Amygdala regains 30 Hit Points at the start of his turn.
Innate Spellcasting. Amygdala can innately cast prismatic spray, feeblemind (1/Day),dream, modify memory(3/day), crown of madness ,darkness(at will)
Spellcasting. Amygdala is a 20th-level spellcaster. His spellcasting ability is Wisdom (spell save DC 24, +19 to hit with spell attacks). Amygdala has the following spells prepared:
Cantrips (at will): eldritch blast, gust, ray of frost, vicious mockery
1st level (4 slots): bane, chaos bolt, chromatic orb, hex, hideous laughter ,magic missile, witch bolt
2nd level (3 slots): acid arrow, alter self, hold person, ray of enfeeblement, scorching ray
3rd level (3 slots): counterspell, catnap, blink, lightning bolt, nondetection, wind wall
4th level (3 slots): charm monster, confusion, polymorph, phantasmal killer, greater invisibility ,hallucinatory terrain
5th level (3 slots): dominate person, dream, modify memory, hold monster ,geas
6th level (2 slots): disintegrate, eyebite, forbiddance, programmed illusion
7th level (2 slots): divine word, reverse gravity, power word pain, prismatic spray
8th level (1 slots): reality break, feeblemind, maddening darkness
9th level (1 slots): ravenous void, psychic scream
Change Shape (4/Day). Amygdala magically polymorphs into a humanoid or beast that has a challenge rating equal to or less than his own, or back into his true form. When Amygdala drops to 0 hit points or dies, his body is destroyed, but his essence travels back to the Unknown Realm, and he is unable to take physical form for a time. Any equipment he is wearing or carrying is absorbed or borne by the new form (Amygdala's choice). In a new form, Amygdala retains his Ability Scores, Alignment, Hit Points, Hit Dice, Innate Spellcasting, Legendary Resistance, Limited Magical Immunity, ability to speak, Senses, Proficiencies, as well as this Action, but his AC, movement modes, and other Actions and Legendary Actions are replaced by those of the new form, and Amygdala gains any statistics and capabilities (except Class Features, Legendary Actions, and Lair Actions) that the new form has but that Amygdala lacks.
Multiattack. Amygdala can use his Mad God's Gaze if available. He then makes three tendril attacks.
Mad God's Gaze (Recharge 5-6). As an action, Amygdala may stare directly into the soul of a creature, forcing false thoughts into their head, breaking their mind. The creature must make a DC 20 Wisdom saving throw or take 6d8 psychic damage, half on a successful save, and they get -10 to their next skill check or saving throw.
Eldritch Tendrils. Melee Weapon Attack: +19 to hit, reach 25ft, 1 target. Hit: 26 (4d8+10) piercing damage and 12 (6d4) psychic damage.
Amygdala 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. Amygdala regains spent legendary actions at the start of his turn.
Lash. Amygdala may make an attack with his Eldritch Tendrils.
Tormenting Gaze (Costs 3 Actions). Amygdala may use his Mad God's Gaze action.
Cantrip (Free Action). Amygdala may cast a cantrip.
Elemental Crossing (Costs 2 Actions). Amygdala forces a number of elementals to do his bidding. Roll 1d4 and consult the planes table to determine the plane in which the elementals are summoned from and 1d6 to determine the number of elementals summoned.
- 1 = Plane of Air
- 2 = Plane of Earth
- 3 = Plane of Water
- 4 = Plane of Fire
Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Lair and Lair Actions
Amygdala's Lair resides within the plane of Limbo however he can form temporary lairs within other planes should he gain enough power and followers within said plane.
Lair Actions
On initiative count 20 (losing initiative ties), Amygdala takes a lair action to cause one of the following effects; Amygdala can’t use the same effect two rounds in a row:
- Amygdala causes pockets of Anti-Magic energy to swirl within his lair. 3, 10ft diameter. 60ft high columns appear within the lair utilising the effects of the antimagic field spell. These columns last the until the next lair action triggers.
- A wave of swirling shadow spreads out across the ground's of the lair. All floors become difficult terrain for the round and any creature that is caught within the wave must make a DC 20 Dexterity saving throw or become restrained by the shadows until the next round.
- Amygdala weaves a orb of pure chaotic potential before unleashing it. Each creature within 120ft of Amygdala must make an DC 20 Intelligence saving throw or suffer 10d6 psychic damage.
Previous Versions
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10/12/2022 7:03:30 PM
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13
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2
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1.1
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Coming Soon
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