Chaotic Nature. Attempts to restrain or control the Beast are at disadvantage, it automatically passes all ability checks to be reasoned with or manipulated except as part of a spell or magical effect, in which case it has advantage. It has no wishes or desires and cannot be frightened.
As well, the Creature of Chaos will make any actions disregarding whether or not it provokes opportunity attacks. You can decide or randomize (die roll, coin toss, etc) if the Creature makes an Attack of Opportunity itself.
Multiattack. The Creature can make two attacks: one with it's claws or a combination or any two.
Action Melee Attack. Claws: +3 to hit, reach 5 ft, one target. Hit: 6 (2d4 + 1) slashing damage.
Action Melee Attack. Bite. +3 to hit, reach 5ft, one target. Hit: 4 (1d6+1) piercing damage.
Action Melee Attack. Snake Bite. +3 to hit, range 10 ft, 1 target. Hit: 4 (1d6 + 1) piercing damage. On a failed CON Save (DC 10), target takes an additional 2 (1d4) poison damage.
Recharge 5-6. Bonus Action Ranged Attack. Venom Spray. +3 to hit, range 5/10 ft., 1 target. Hit: 3 (1d4 + 1) poison damage.
Deflect. If the Creature of Chaos passes a successful (DC 14) DEX check, it redirects the attack to another creature within reach, which then takes half the damage rolled. The Creature takes no damage on a success and full damage on a fail. If the attack misses the new target then nothing happens.
Confounding Presence (Costs 1 Legendary Action). The Creature attempts to cast Confusion on one target.
Chaotic Image (Costs 1 Legendary Action). The Creature casts Blur on itself.
Innate Spellcasting (2 of each per day). The creature chooses a random target (potentially including itself) and attempts to cast one of the following spells centered on the target:
Mind Sliver
Chaos Bolt
Chromatic Orb
Dissonant Whispers
Create or Destroy Water
Fog Cloud
Grease
Healing Word
Jump
Cure Wounds
Blur
Longstrider
Disguise Self (WIS save)
Polymorph
Description
An extremely rare entity from the Elemental Plane of Chaos, encountering one, especially outside the Elemental Plane, is a dire warning of the disruption of the balance and order of nature, and, perhaps even the cosmos themselves. Attempts to control or reason with them are futile for they exist for a sole reason - to incite and spread chaos.
While most often resembling a manticore in shape, its colour can best be described as glimpsing into the astral sea through a veil in the ethereal plane. Pastel, chromatic and metallic colours encompassing hues known and unknown create an ever-shifting medley that mesmerizes onlookers.
Threads of Chaos. Roll a d4 to determine the Beast's action, then consult the appropriate table. If the creature moves on it's turn do so at random or consult the movement table. It's recommended to choose targets randomly although the DM can also decide the targets unless otherwise stated.
Threads of Chaos Table 1.
Roll 1d12.
It moves its full movement speed and:
- Makes no Action.
- Makes 1 Action.
- Makes 2 Actions.
- Makes 1 Legendary Action.
- Makes 2 Legendary Actions.
- Makes 1 Attack.
- Makes 2 Attacks.
- Makes 1 Attack and 1 Legendary Action.
- Casts 1 Spell.
- Casts 2 Spells.
- Casts 1 Spell and makes 1 Attack.
- Casts 1 Spell and makes 1 Legendary Action.
Threads of Chaos Table 2.
Roll 1d12.
It moves half its movement speed and:
- Makes no Action.
- Makes 1 Action.
- Makes 2 Actions.
- Makes 1 Legendary Action.
- Makes 2 Legendary Actions.
- Makes 1 Attack.
- Makes 2 Attacks.
- Makes 1 Attack and 1 Legendary Action.
- Casts 1 Spell.
- Casts 2 Spells.
- Casts 1 Spell and makes 1 Attack.
- Casts 1 Spell and makes 1 Legendary Action.
Threads of Chaos Table 3.
Roll 1d12.
It makes no movement and:
- Makes no Action.
- Makes 1 Action.
- Makes 2 Actions.
- Makes 1 Legendary Action.
- Makes 2 Legendary Actions.
- Makes 1 Attack.
- Makes 2 Attacks.
- Makes 1 Attack and 1 Legendary Action.
- Casts 1 Spell.
- Casts 2 Spells.
- Casts 1 Spell and makes 1 Attack.
- Casts 1 Spell and makes 1 Legendary Action.
Threads of Chaos Table 4.
Roll 1d12.
It Dashes and:
1-2. Makes no Action.
3-4. Makes 1 Action.
5-6. Makes 1 Legendary Action.
7-8. Makes 1 Attack.
9-10. Casts 1 Spell.
11-12. Roll Again.
Movement Table.
Roll 1d6.
- Goes down.
- Goes up.
- Goes a cardinal direction.
- Goes multiple cardinal directions.
- Goes down & a cardinal direction.
- Goes up & a cardinal direction.
Cardinal Directions.
Roll 1d8.
- North.
- Northeast.
- East.
- Southeast.
- South.
- Southwest.
- West.
- Northwest.
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