Successive Explosion. When the chaos monstrosity is reduced to 0 hit points, reroll to get a new hit point maximum and use that value. Then roll a d8 to select an effect from the following list:
- All creatures within a 20ft. radius take 2d6 fire damage, and the chaos monstrosity loses its fire immunity.
- All creatures within a 20ft. radius are blinded for 1 turn.
- All creatures within a 20ft. radius are knocked prone, and the chaos monstrosity loses its lightning and thunder immunity.
- All creatures within a 20ft. radius take 2d6 cold damage, and the chaos monstrosity loses its cold immunity.
- The chaos monstrosity's speed is reduced to 10ft and they lose their swimming speed.
- All creatures within a 20ft. radius take 2d6 acid damage, and the chaos monstrosity loses its acid immunity.
- All creatures within a 20ft. radius take 2d6 bludgeoning damage, and the chaos monstrosity's armor class is reduced by 4.
- The chaos monstrosity's subsequent max hit points are halved.
Any effect with an area of effect can be avoided by succeeding on a DC 14 Dexterity saving throw.
Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 7 (2d6) bludgeoning damage
Energy Blast. The chaos monstrosity launches a wave of elemental energy. Each creature within a 30ft. radius takes 16 (4d6 + 2) damage of a random type that the chaos monstrosity is immune to. If the chaos monstrosity has no damage immunities it cannot use this action.
Description
A chaos monstrosity is a smoking mass of ice, rock, and mud surrounded by a vortex of wind and flame. It moves about on aqueous limbs and has a heart of magma in its core.
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