Horde Master (2/short rest). A creature reduced to 0 hit points by the Chaos Master’s witchfire rises as a Greater Horror at the start of the Chaos Master’s next turn, appearing in the space of its corpse or the nearest unoccupied space. The Greater Horror is under the Chaos Master’s control.
Innate Spellcasting. The chaos master's innate spellcasting ability is intelligence (spell save DC 15, +7 to hit). The chaos master can innately cast the following spells, requiring no material components:
At will: chromatic orb (3rd-level version), invisibility (self only), mage hand, major image
2/day each: fireball (5th-level version), tongues
1/day each: fear, hypnotic pattern
Magic Resistance. The chaos master has advantage on saving throws against spells and other magical effects.
Regeneration. The chaos master regains 10 hit points at the start of its turn as long as it has at least 1 hitpoint and did not take slashing damage in the previous round.
The Weaver’s Recall (1/Day). As an action, the Chaos Master can return to its home plane. This ability functions like the plane shift spell, except it can only transport the Chaos Master itself and only to its home plane.
Multiattack. The chaos master makes three attacks: one with its bite and two with its claws.
Bite. Melee Spell Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) piercing damage.
Claws. Melee Spell Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.
Witchfire (Recharge 4-6) Ranged Spell Attack: +7 to hit. Range 30 ft., one target. On a hit, the target rolls 1d6 + 1 of its Hit Dice and takes force damage equal to the total. The target must succeed on a DC 15 Wisdom saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.
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