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.
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.
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
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.
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 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
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