Large Fey, Any Evil Alignment
Armor Class 20 (natural armor)
Hit Points 225 (15d12)
Speed 50 ft., Walk 50 ft.
STR
23 (+6)
DEX
14 (+2)
CON
16 (+3)
INT
6 (-2)
WIS
15 (+2)
CHA
18 (+4)
Saving Throws STR +10, CON +7
Damage Vulnerabilities Fire
Damage Resistances Lightning; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Frightened
Senses Darkvision 60 ft, Passive Perception 15
Languages --
Challenge 10 (5,900 XP)
Proficiency Bonus +4
Traits

Charge. If Chaos moves at least 20 ft. straight toward a target and then hits it with a ram attack (+9) on the same turn, the target takes (4d6) damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be knocked prone

Wild Magic. At the start of the round roll a d100, and choose an effect from the Wild Magic Table that corresponds with the die roll

Peace Within. Upon a successful Persuasion Check (DC 18) roll a d100. Starting at a base requirement of 10, every failed roll will increase the odds of success by +5. If there is a success the target takes 3d10 psychic damage. 

 

Actions

Multiattack. Chaos makes two attacks with her claws or one with her fey phlegm.

Claws: +9 to hit, reach 5 ft., one target. Hit: 13 (1d6 + 6) piercing damage.

Fey Phlegm. Ranged Weapon Attack: +9 to hit, range 20/60 ft., one target. Hit: 8 (2d10 + 3) acid damage.

Bonus Actions

Second Wind (2x Day). You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + 2. 

Action Surge (1x Day). You can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action

Reactions

Danger Sense. Advantage on DEX saving throws against harmful effects so long as you are not blind, deafened, or incapacitated 

Savage Attacker. Once per turn when you roll damage for a melee weapon attack, you can reroll the weapon’s damage dice and use either total.

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

Mythic Action Name. Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

Whelp, the can has been kicked as far down the road as it can go. Unfortunately for everyone else, that can is now a 15 ft tall bipedal monster. Who would have thunk that adding two evil masks to an emotionally and mentally unstable Wild Magic girl would have such unforeseen consequences. 

Lair and Lair Actions

Wild Magic Surge. At the start of the round roll a d100, and choose an effect from the Wild Magic Table that corresponds with the die roll

Monster Tags: fey

joeyguot117

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