Huge Aberration, Chaotic Evil
Armor Class 19 Natural armor
Hit Points 315 (30d12 + 120)
Speed 40 ft., Fly 60 ft. (hover)
STR
24 (+7)
DEX
18 (+4)
CON
18 (+4)
INT
16 (+3)
WIS
14 (+2)
CHA
22 (+6)
Saving Throws DEX +10, CON +10, WIS +8, CHA +12
Skills Arcana +10, Insight +9, Perception +16
Damage Resistances Necrotic, Psychic
Damage Immunities Poison
Condition Immunities Charmed, Frightened, Poisoned
Senses Truesight 120 ft., Passive Perception 26
Languages Deep Speech, Telepathy 120 ft.
Challenge 17 (18,000 XP)
Proficiency Bonus +6
Traits

Chaotic Aura. The Chaosmaw emits an aura of confusion in a 30-foot radius. Creatures that start their turn in this area must succeed on a DC 20 Wisdom saving throw or be affected by confusion as per the spell for 1 minute. A creature affected in this way can repeat the saving throw at the end of each of its turns, ending the effect on a success.

Shifting Form. The Chaosmaw's form is in constant flux, granting it resistance to critical hits and making it immune to polymorph effects.

Unstable Reality. At the start of each of the Chaosmaw's turns, roll a d8 to determine the random effects that occur around it:

  1. Temporal Surge. All creatures within 30 feet of the Chaosmaw must make a DC 20 Dexterity saving throw or be thrown 1d4 rounds forward in time, disappearing until then.

  2. Spatial Distortion. The area within 60 feet becomes difficult terrain and heavily obscured until the end of the Chaosmaw’s next turn.

  3. Reality Fracture. Choose one creature within 30 feet. They must succeed on a DC 20 Charisma saving throw or be swapped with an identical version of themselves from another reality, suffering disadvantage on attack rolls and saving throws until the end of their next turn.

  4. Ethereal Pull. All creatures within 60 feet must make a DC 20 Strength saving throw or be pulled 20 feet closer to the Chaosmaw and be restrained until the end of their next turn.

  5. Mind Warp. Creatures within 30 feet must make a DC 20 Intelligence saving throw or suffer 4d10 psychic damage and have disadvantage on all Intelligence, Wisdom, and Charisma saving throws for 1 minute.

  6. Elemental Surge. Roll a d4. Each creature within 30 feet takes 10d6 damage of the type rolled (1 = fire, 2 = cold, 3 = lightning, 4 = acid).

  7. Dimension Twist. Each creature within 60 feet must make a DC 20 Wisdom saving throw or be teleported to a random location within 30 feet.

  8. Chaotic Reflection. Each creature within 30 feet sees an illusory double of themselves attacking them. The creature must make a DC 20 Charisma saving throw or take 5d10 psychic damage from the illusion.

Wild Magic Surge. Whenever the Chaosmaw is targeted by a spell, roll a d12 and consult the Wild Magic Surge table below to determine a random effect that occurs immediately after the spell is cast.

d12 Wild Magic Surge Effect
1 The spell is reflected back at the caster.
2 The spell fizzles out and has no effect.
3 The spell's target is changed to a random creature within range.
4 The spell's effect is doubled.
5 The spell's effect is reversed.
6 A surge of necrotic energy deals 3d10 damage to all creatures within 10 feet of the Chaosmaw.
7 A random creature within 30 feet gains the effects of a haste spell for 1 minute.
8 A random creature within 30 feet is affected by a slow spell for 1 minute.
9 A burst of wild magic teleports the Chaosmaw to a random unoccupied space within 30 feet.
10 The area around the Chaosmaw becomes an antimagic field for 1 minute.
11 A mirror image of the Chaosmaw appears and acts independently until the end of its next turn.
12 The Chaosmaw gains resistance to all damage types until the start of its next turn.
Actions

Multiattack. The Chaosmaw makes three attacks: one with its bite and two with its tentacles.

Bite. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 26 (4d8 + 8) piercing damage plus 14 (4d6) necrotic damage. Roll a d6 to determine an additional effect:

d6 Bite Effect
1 The target is blinded until the start of its next turn.
2 The target is knocked prone.
3 The target is paralyzed until the end of its next turn.
4 The target is frightened until the end of its next turn.
5 The target takes an additional 2d8 acid damage.
6 The Chaosmaw regains hit points equal to the necrotic damage dealt.

 

Tentacle. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 19 (3d8 + 7) bludgeoning damage plus 9 (2d8) psychic damage. Roll a d6 to determine an additional effect:

d6 Tentacle Effect
1 The target is grappled (escape DC 20). Until this grapple ends, the target is restrained.
2 The target is stunned until the end of its next turn.
3 The target takes an additional 2d8 lightning damage.
4 The target's movement speed is halved until the end of its next turn.
5 The target is teleported 10 feet in a random direction.
6 The target must make a DC 20 Wisdom saving throw or be confused until the end of its next turn.

 

Chaotic Breath (Recharge 5-6). The Chaosmaw exhales a wave of pure chaos energy in a 60-foot cone. Each creature in that area must make a DC 20 Constitution saving throw. Roll a d8 to determine the random effects of the breath:

d8 Chaotic Breath Effect
1 Each creature takes 60 (10d10) chaos damage. Roll a d10 for each 10 damage: 1 = fire, 2 = cold, 3 = lightning, 4 = acid, 5 = necrotic, 6 = radiant, 7 = poison, 8 = force, 9 = thunder, 10 = psychic.
2 Each creature takes 10d6 force damage and is pushed 20 feet away from the Chaosmaw.
3 Each creature must make a DC 20 Wisdom saving throw or be charmed by the Chaosmaw for 1 minute.
4 Each creature must make a DC 20 Strength saving throw or be knocked prone and take 5d10 thunder damage.
5 Each creature must make a DC 20 Intelligence saving throw or be affected by a feeblemind spell.
6 Each creature must make a DC 20 Dexterity saving throw or take 8d10 radiant damage and be blinded until the end of its next turn.
7 Each creature must make a DC 20 Constitution saving throw or be petrified for 1 minute.
8 Each creature takes 5d10 psychic damage and is teleported to a random location within 100 feet.

Reactions

Twist of Fate. When a creature within 30 feet of the Chaosmaw makes an attack roll, ability check, or saving throw, roll a d4 to determine the effect:

d4 Twist of Fate Effect
1 The roll is made with advantage.
2 The roll is made with disadvantage.
3 The creature must reroll the dice and take the new result.
4 The roll is treated as a natural 1.
Legendary Actions

The Chaosmaw can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time, and it can only be used at the end of another creature's turn. The Chaosmaw regains spent legendary actions at the start of its turn.

  1. Chaos Pulse. The Chaosmaw releases a pulse of chaotic energy. Each creature within 30 feet must succeed on a DC 20 Dexterity saving throw or take 13 (3d8) force damage and be pushed 10 feet away.

  2. Chaotic Visions. The Chaosmaw targets one creature it can see within 60 feet. Roll a d6 to determine the effect:

d6 Chaotic Visions Effect
1 The target is charmed until the end of its next turn.
2 The target is frightened until the end of its next turn.
3 The target is blinded until the end of its next turn.
4 The target is deafened until the end of its next turn.
5 The target takes 4d10 psychic damage.
6 The target is teleported to a random location within 30 feet.
  1. Reality Bend (Costs 2 Actions). The Chaosmaw warps reality around it. Roll a d4 to determine the effect:
d4 Reality Bend Effect
1 The Chaosmaw becomes invisible until the start of its next turn.
2 The Chaosmaw creates three illusory duplicates, as per the mirror image spell, until the start of its next turn.
3 The Chaosmaw gains resistance to all damage types until the start of its next turn.
4 The Chaosmaw can take an additional action immediately.

Description

Appearance:
The Chaosmaw is a towering, grotesque creature, standing over 15 feet tall. Its body seems to be in a constant state of flux, with limbs and features shifting and changing shape as if struggling to maintain form. Its skin shimmers with iridescent hues, casting strange, hypnotic patterns around it. The head is a mass of writhing tentacles, each tipped with an eye that blinks independently. Its mouth is a cavernous void, filled with swirling shadows and flickering lights. The Chaosmaw moves with an unsettling grace, its footsteps echoing with an unpredictable rhythm that matches its chaotic nature.

Amulet of Chaotic Harmony

Description: When the Chaosmaw dies, this amulet appears as a swirling vortex of colors trapped within a crystal. It pulses with an unpredictable energy, resonating with the echoes of chaos from the Shadowfell.

Properties:

  • Chaos Infusion. The wearer can use the amulet to cast chaos bolt at will as a 1st-level spell. When casting, roll a d20. On a roll of 1, the amulet backfires, and the wearer takes 2d8 psychic damage instead of casting the spell.

  • Echoes of Chaos. As a bonus action, the wearer can invoke the amulet to surround themselves with an aura of chaos for 1 minute. During this time, when a creature targets the wearer with an attack, roll a d6. On a 5 or 6, the creature must choose a new target or lose the attack. Once used, this property can't be used again until the next dawn.

  • Chaotic Resilience. While attuned to the amulet, the wearer gains advantage on saving throws against being charmed or frightened.

kartmaze

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