Large Aberration, Chaotic Neutral
Armor Class 14 Natural
Hit Points 70 (10d8 + 30)
Speed 25 ft., (Hover)
STR
6 (-2)
DEX
8 (-1)
CON
12 (+1)
INT
15 (+2)
WIS
18 (+4)
CHA
10 (+0)
Condition Immunities Charmed, Prone
Senses Darkvision 60ft, Passive Perception 18
Languages Undercommon Speaks only in crazed ravings understood by those who have no mind left to lose
Challenge 4 (1,100 XP)
Proficiency Bonus +2
Traits

Telepathic Hub. When the Child of madness receives a telepathic message, it can telepathically share that message with up to seven other creatures within 600 feet of it that it can see.

Limited Weave. The Child of Madness may only use one Chaos field per turn.

Actions

Tentacles. Melee Weapon Attack:  range 5ft 1 target, target must succeed a DC 13 intelligence saving throw, on a failed save they will become maddened, while maddened the creature will attack the nearest target. The creature may repeat this saving throw when it takes damage or at the end of its turn.

Greater Chaos Field. The Child of Madness begins to manipulate the weave of magic around it in a 45ft-by-45ft square centered on the Child of Madness, while doing this one of the fallowing happens

1

Up to 5 flames spring into existence, each about 5ft by 5ft. The effect casts Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. It looks like a regular flame, but it creates no heat and consumes no fuel. The flame can be covered or hidden but not smothered or quenched.

2

The Child of Madness creates a 5-foot-diameter sphere of fire in an unoccupied space on the ground within range. It lasts for 4 rounds. Any creature that ends its turn within 5 feet of the sphere makes a Dexterity 14 saving throw, taking 2d6 Fire damage on a failed save or half as much damage on a successful one.

As a Bonus Action, the Child of Madness can move the sphere up to 30 feet, rolling it along the ground. If it moves the sphere into a creature’s space, that creature makes the save against the sphere, and the sphere stops moving for the turn.

3

A wall of strong wind rises from the ground at a point The Child of Madness chooses within range. Child of Madness can make the wall up to 30 feet long, 15 feet high, and 1 foot thick. Child of Madness can shape the wall in any way It chooses so long as it makes one continuous path along the ground. The wall lasts for 3 rounds of combat.

When the wall appears, each creature in its area makes a DC 14 Strength saving throw, taking 2d8 Bludgeoning damage on a failed save or half as much damage on a successful one.

The strong wind keeps fog, smoke, and other gases at bay. Small or smaller flying creatures or objects can’t pass through the wall. Loose, lightweight materials brought into the wall fly upward. Arrows, bolts, and other ordinary projectiles launched at targets behind the wall are deflected upward and miss automatically. Boulders hurled by Giants or siege engines, and similar projectiles, are unaffected. Creatures in gaseous form can’t pass through it.

4

A maddening field is generated, all targets within the field must make a DC 12 intelligence saving throw or be driven mad, while mad they will attack the nearest target to them, they may remake the saving throw at the end of their turn or when they take any damage.

5

The touch of a shadow-wreathed tentical can siphon life force from others to heal the child of madness’ wounds. Melee: reach, 5ft, one target +6 to hit 9(3d6) Necrotic damage, and you regain Hit Points equal to half the amount of Necrotic damage dealt.

6

A loud noise erupts. Each creature within the field of chaos must make a Constitution 14 saving throw, taking 3d6 Thunder damage on a failed save or half as much damage on a successful one. A Construct has Disadvantage on the save.

7

Time becomes altered within the field of chaos for all creatures other than the Child of Madness. Each target must succeed on a Wisdom 14 saving throw or be affected by this spell for the duration of 2 rounds.

An affected target’s Speed is halved, it takes a −2 penalty to AC and Dexterity saving throws, and it can’t take Reactions. On its turns, it can take either an action or a Bonus Action, not both, and it can make only one attack if it takes the Attack action. If it casts a spell with a Somatic component, there is a 25 percent chance the spell fails as a result of the target making the spell’s gestures too slowly.

8

The ground in the chaos field sprouts hard spikes and thorns. The area becomes Difficult Terrain for the duration. When a creature moves into or within the area, it takes 1d4 Piercing damage for every 5 feet it travels. This effect lasts for 2 rounds.

9

The chaos field becomes filled with a yellow, nauseating gas. The cloud is Heavily Obscured. The cloud lingers in the air for 2 rounds or until a strong wind (such as the one created by Gust of Wind) disperses it.

Each creature that starts its turn in the Sphere must succeed on a Constitution 14 saving throw or have the Poisoned condition until the end of the current turn. While Poisoned in this way, the creature can’t take an action or a Bonus Action.

10

The chaos field becomes consumed with twisting patterns of color. The patterns appear for a moment and then vanishe. Each creature in the area who can see the pattern must succeed on a Wisdom 14 saving throw or have the Charmed condition for 1 round. While Charmed, the creature has the Incapacitated condition and a Speed of 0.

 

Bonus Actions

Lesser Chaos Field. The Child of Madness begins to manipulate the weave of magic around it in a 25ft-by-25ft square centered on the Child of Madness, while doing this one of the fallowing happens

1

The chaos field begins to chill as numbness consumes the fingers of those inside of it. All targets within the field must make a Constitution 12 saving throw. On a failed save, the target takes 1d6 cold damage, and it has disadvantage on the next weapon attack roll it makes before the end of its next turn.

2

Three glowing darts of magical force are formed. Each dart strikes a creature of the Child of Madness’ choice that it can see. A dart deals 1d4 + 1 Force damage to its target. The darts all strike simultaneously, and can be directed to hit one creature or several.

3

The child of madness launches a mote of light at one creature or object within range.range 25ft, one target. +4 to hit. On a hit, the target takes 4(1d8) Radiant damage, and until the end of your next turn, it emits Dim Light in a 10-foot radius and can’t benefit from the Invisible condition.

4

The chaos field begins to fill with fog, all creatures other than the child of madness see the fog as heavily obscured. This lasts for two rounds.

 

 

Whispers of Madness. The Child of Madness may choose a creature who is under the effect of madness, the Child of Madness may then order that target to make on attack against whatever target the Child of Madness chooses. The target must the fallow that order on its turn unless the effect of madness is dispelled

Description

A pinkish red creature whose body is covered in tentacles that reach out and grasp the air. All centered on one dull beaty eye.

Lair and Lair Actions

 

 

Habitat: Underdark

Lizardman7

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