Death Burst. When the spawn dies, it bursts in a shower of dark energy. Each creature within 10 feet of it must succeed on a DC 12 Dexterity saving throw or take 7 (2d6) necrotic damage.
Fleeting Madness. When the spawn is reduced to 0 hit points, all creatures within 10 feet must make a DC 12 Wisdom saving throw or suffer short-term madness for 1 minute.
Unusual Nature. The spawn doesn’t require air, drink, or sleep.
Eye Beam (Recharge 5-6). Ranged Spell Attack: +4 to hit, range 30 ft., one target. Hit: 10 (3d6) psychic damage.
Tentacle. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.
Gibbering. When a hostile creature rolls successfully on an attack roll, saving throw, or skill check, the spawn can use its reaction to babble discordant gibbering. The creature must succeed a DC 12 Wisdom saving throw or be forced to reroll the dice with a -3 penalty.
Description
Chaospawn are small, chaotic aberrations born from the twisted energies of the Far Realm. Though weak and easily dispatched, they are often found in large numbers, overwhelming their foes through sheer numbers and the unsettling effects of their presence. These creatures are typically used as disposable minions by more powerful entities, serving to weaken and disorient their enemies.
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