Chameleon Skin. The chameleos has advantage on Dexterity (Stealth) checks made to hide.
Chameleon Skin. The chameleos has advantage on Dexterity (Stealth) checks made to hide.
Legendary Resistance (3/Day). If the chameleos fails a saving throw, it can choose to succeed instead.
Multiattack. The chameleos makes two Horn attacks and one Tongue Lash attack. It can replace any of these attacks with its Poison Spit attack.
Horn. Melee Weapon Attack. +10 to hit, reach 10 ft., one target. Hit: 21 (3d10 + 5) piercing damage.
Poison Spit. Ranged Weapon Attack. +10 to hit, range 60/240 ft., one target. Hit: 10 (3d6) poison damage and a poisonous cloud appears in a 5-foot-radius, 10-foot-high cylinder centered on the target that lasts for 24 hours or until strong wind disperses the cloud. On a miss, the cloud appears in a space adjacent to the target. A creature that starts its turn in the cloud or moves through it for the first time on a turn must make a DC 17 Constitution saving throw, taking 7 (2d6) poison damage and be poisoned for 1 minute on a failed save, or half as much damage and isn't poisoned on a successful one.
Tongue Lash. Melee Weapon Attack. +10 to hit, reach 15 ft., one target. Hit: 15 (3d6 + 5) bludgeoning damage. If the target has an object in at least one hand, it must make a DC 15 Strength saving throw or have the object swallowed by the chameleos. If the chameleos takes 30 damage in one turn, it regurgitates all swallowed objects in a 5 foot area adjacent to it.
Poison Mist (Recharge 5-6). The chameleos exhales a poisonous mist in a 60-foot cone. Each creature in that area must make a DC 17 Constitution saving throw, taking 54 (12d8) poison damage on a failed save, or half as much damage on a successful one. The Mist lingers until the start of the chameleos next turn. A creature that starts its turn in the mist or moves through it for the first time on a turn must make a DC 17 Constitution saving throw, taking 28(8d6) poison damage and become poisoned for 1 minute on a failed save, or half as much damage and isn't poisoned on a successful one.
Invisible Passage. The chameleos magically turns invisible until it attacks or casts a spell, or until its concentration ends (as if concentrating on a spell). While invisible, the chameleos leaves no physical evidence of its passage, so it can be tracked only by magic.
Silent Step. While invisible, the chameleos teleports up to 30 feet to an unoccupied space.
Description
Chameleos's body is covered by a purple and white hide, and its head ends with a protruding horn at the tip of its nose. Its eyes are similar to a real life chameleon's; large and orb-like, with the ability to control eye movement individually. The long and elastic tongue can extend to grasp and steal items from a distance. Its wings are a purple color with a grayish white membrane, and are used for flight and controlling the direction of its poison fog. Chameleos's large tail is reminiscent of a leaf and has a curled, spiraling tip.
Chameleos are different from other Elder Dragons, as they are not nearly as "elegant" in their appearance as other Elder Dragon species. Chameleos have a number of biological adaptations that make them extremely unique. Most notably is the Chameleos's trademark camouflage mechanism. Each species of Chameleos has a different way of camouflaging itself. By generating a weak electric current in its skin that interacts with the mist it can breathe, the Elder Dragon can bend light around itself, rendering it effectively invisible. Some Chameleos use special ore to enable their camouflage. Chameleos have independently moving eyeballs that protrude from the sides of its head to create a wider field of vision. Chameleos have several nasty defenses should it ever come under attack. They possess an extremely strong poison, which can be released from its mouth at will and often whipped into a thick cloud by the dragon's wings. Some Chameleos also possess an extra vocal cord paralysis poison in their acid globs. Finally, it can exhale large amounts of mist to further hinder the vision of hunters, allowing it to either make a swift getaway or launch a surprise attack with ease.
Chameleos are ambush hunters, waiting patiently for prey to pass by while they blend perfectly into their surroundings. Chameleos can and will eat almost anything, and can use different tactics to take down varying sizes of prey. Should its prey be a Neopteron such as a Vespoid, Altaroth, Bnahabra, or Konchu it will simply snatch it out of the air using its long sticky tongue. If it is a supply camp, it'll steal with each opportunity it gets.
Chameleos are very intelligent creatures. They will wait patiently at a spot of importance such as a water source or natural crossroads, waiting for prey to pass by. Chameleos are well known for stealing items from adventurers. Chameleos do this in order for the adventurers to lose motivation in hunting them down.
Lair and Lair Actions
The Forest-Dwelling Chameleos very rarely share their territory with other dragons. With its ability to become invisible at will, it steals the treasures from anything that attempts to invade and take over. A chameleos lair is sometimes confused with a green dragon's lair due to both of them having a perpetual fog hanging in the air, the chameleos carrying a sweeter whiff of its poison mist. Tiny mushrooms, known as toadstool, litter the ground releasing poisonous spores at the slightest touch. Growing bigger as you deeper into the forest.
At the center of the forest, the chameleos chooses a grove typically covered in mushrooms. The tree lining the grove is sparse, allowing the chameleos to move freely in and out. A hole has been dug out in the middle and has been filled with the treasures the chameleos has gathered from lost folk, adventurers, and anything else it has stolen in its travels.
On initiative count 20 (losing initiative ties), the chameleos takes a lair action to cause one of the following effects; the dragon can't use the same effect two rounds in a row:
- The Chameleos exhales a thick fog from its lungs filling the area. The fog is a 60-foot-radius, 30-foot-high cylinder centered on the chameleos, spreads around corners, and its area is heavily obscured. The fog lasts for 1 minute, until a wind of moderate or greater speed (at least 10 miles per hour) disperses it, or when the chameleos dies. While the chameleos remains in this fog, it can use its Invisible Passage as a free action at the end of its turn
- Poisonous mist billows around one creature the chameleos can see within 120 feet of it. The creature must succeed on a DC 15 Constitution saving throw or be poisoned until initiative count 20 on the next round.
- Chameleos causes 8 small poisonous mushrooms to grow in unoccupied spaces that it chooses within the lair. While the mushrooms are heavily obscured they are considered invisible. A creature that enters a space that the poisonous mushrooms occupy must make a DC 17 Constitution saving throw, taking 11 (3d6) poison damage and become poisoned for 1 minute on a failed save, or half as much damage and are not poisoned on a successful one. A creature can repeat the saving throw at the end of each of its turns, ending the poison on itself on a success.
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