Medium Humanoid, Chaotic Evil
Armor Class 15 Reality Barrier
Hit Points 126 (12d8 + 60)
Speed 30 ft.
STR
10 (+0)
DEX
14 (+2)
CON
20 (+5)
INT
18 (+4)
WIS
12 (+1)
CHA
16 (+3)
Saving Throws DEX +5, INT +7, CHA +6
Skills Arcana +8, Perception +6
Damage Resistances Fire, Force, Lightning
Damage Immunities Psychic
Condition Immunities Charmed, Frightened
Senses Passive Perception 15
Languages Common, Abyssal, Deep Speech
Challenge 8 (3,900 XP)
Proficiency Bonus +3
Traits

Innate Spellcasting (Chaotic Magic)

The Chaos Wizard’s spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). When casting a spell of 1st level or higher, roll a d6 and consult the Chaos Surge Table below.

Chaos Surge Table (1d6)

Whenever the Chaos Wizard casts a spell of 1st level or higher, roll a d6 and apply the effect:

  1. Anarchy Arcana: The spell targets an additional random creature within 30 feet (even if the original spell is single-target).
  2. Reality Fracture: The spell ignores resistance but targets the caster as well (if possible).
  3. Arcane Recoil: The spell deals +1d12 force damage, but the wizard takes half of the total damage dealt.
  4. Spell Echo: The spell repeats at the start of the wizard’s next turn, targeting the same area or creature(s).
  5. Chaotic Backlash: The spell deals double damage, but the wizard is stunned until the end of its next turn.
  6. Magic Storm: The wizard immediately casts Chaos Bolt at 4th level as a bonus action, targeting a random creature within 60 feet.

Sanity Lost

All spells cast by the Chaos Wizard deal double damage to and impose disadvantage on spell saves against targets that are vulnerable to Psychic, or who are charmed.

Actions

Actions

Multiattack. The Chaos Wizard casts a spell and makes one Warp Strike attack.

Warp Strike. Ranged Spell Attack: +8 to hit, reach 60 ft., one creature.
Hit: 18 (4d6 + 4) force damage, and the target must succeed on a DC 16 Constitution saving throw or be teleported up to 30 ft. to an unoccupied space of the Chaos Wizard's choosing.

Reality Collapse (Recharge 5-6).
The wizard unleashes chaotic energy in a 30-foot radius around itself. Each creature in the area must make a DC 16 Dexterity saving throw or take 36 (8d8) force damage and be blinded until the end of its next turn. On a success, they take half damage and are not blinded.

Legendary Actions

Legendary Actions (Optional for Boss Version)

The Chaos Wizard can take 2 legendary actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature’s turn. It regains spent legendary actions at the start of its turn.

  • Warpstep (1 action). The wizard teleports 15 feet in a random direction (roll d8 for direction).
  • Fractured Arcana (1 action). The wizard rerolls the Chaos Surge Table for an active spell and must accept the new result.
  • Entropy Pulse (2 actions). The wizard targets one creature within 30 feet. The target must make a DC 16 Intelligence saving throw or take 22 (4d10) psychic damage and become incapacitated until the end of its next turn.
Lagforce

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