Regeneration.
The Chaos Lord regains +20 hit points whenever it takes damage that it is immune to, resistant to, or when succeeding on a saving throw for a spell that does damage to it.
Savage Attacks.
When the Chaos Lord scores a critical hit with its greatsword, it can roll the force damage die two additional times and add it to the extra damage of the critical hit.
Teleport.
The Chaos Lord magically teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see. This does not provoke opportunity attacks.
Rampage.
When the Chaos Lord reduces a creature to 0 hit points with a melee attack on its turn, the Chaos Lord can take a bonus action to move up to half its speed and make another melee attack.
Reckless.
At the start of its turn, the Chaos Lord can gain advantage on all melee weapon attack rolls it makes during that turn, but attack rolls against it have advantage until the start of its next turn.
Relentless (Recharges after a Short or Long Rest).
If the Chaos Lord takes damage that would reduce it to 0 hit points, it is reduced to 1 hit point instead. Damage types it is resistant or immune to cannot kill or incapacitate it.
Multiattack.
The Chaos Lord makes three attacks with its greatsword.
Chaos Greatsword.
Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 17 (2d8+8) slashing damage and 19 (3d12) force damage. Critical hits land on an 18-20
Enter the description for how bonus actions work for your monster here.
Furious Opportunity.
When a creature provokes an opportunity attack against the Choas lord after damaging it on the same turn, the Chaos Lord makes two attacks against the creature
Description
The Chaos Lord reverts back to his original form, only this time his armor has broken in several places, and his helmet is gone revealing a draconic face topped with black horns. He roars with rage, this is his final stand and he is throwing caution to the wind.
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