Bash: One action. The chaos spawn swings it's tentacles downwards in a brutal, crushing blow.
Natural weapon melee attack, +12 to hit, reach 5ft, two targets within 5 feet of each other. 4d12+10
Grab: One bonus action. The spawn reaches and grabs a victim.
Natural weapon grapple, DC 18 Dexterity check. On fail, one victim is grappled, restrained, and elevated 15 feet from the ground. As an action, the spawn can make a bite attack (+7 to hit, 3d6 damage) that restores damage dealt as hp to the spawn. Or, they can throw the victim up to 40 feet in any direction, ending the grab and dealing damage based on how far the target flew. (1d10-4d10 for every ten feet.)
Roar: The spawn roars a deafeningly loud screech. Any nearby targets that can hear must succeed on a DC 16 CON save or have disadvantage on their attacks that turn, as well as disadvantage on any checks that involve hearing.
Description
The chaos spawn, is, as the name suggests, a spawn of chaos. There is nothing coordinated or normal about one, aside from their generally being mounds of corrupted flesh and tendrils that are nothing but destructive and pure evil.
The chaos spawn is pulled from Warhammer Vermintide, a great game. I highly suggest trying it!
Lair and Lair Actions
Regions where a Chaos Spawn is present are nearly devoid of life, halving the amount of food that can be scavenged or preventing it entirely depending on what food sources exist. Sentient creatures outside of the most brave will refuse to go into the region of a chaos spawn willingly. Every day, the party must pass an overall DC20 stealth check to avoid detection when within a three mile radius of the spawn. (Take average of party rolls.)
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