AC 16 Natural Armor    Initiative +2 (12)
HP 205 (20d12 + 75)
Speed 40 ft., Fly 80 ft.
Mod Save
STR 21 +5 +5
DEX 14 +2 +7
CON 20 +5 +10
Mod Save
INT 16 +3 +3
WIS 15 +2 +7
CHA 14 +2 +7
Skills Perception +7
Immunities Cold, Poison; Exhaustion, Poisoned
Senses Blindsight 60, Darkvision 120; Passive Perception 17
Languages Draconic
CR 15 (XP 13,000; PB +5)
Traits

Chameleon Skin. The chameleos has advantage on Dexterity (Stealth) checks made to hide.

Deadly Poison. Poison damage dealt by the chameleos, including poison damage a creature takes at the start of its turn from the poisoned condition, bypasses a creature's resistance to poison damage and deals half damage to creatures that are immune to poison damage

Elder Sight. Magical Darkness doesn't impede the chameleos' darkvision.

Legendary Resistance (3/Day). If the chameleos fails a saving throw, it can choose to succeed instead.

Actions

Multiattack. The chameleos makes two Horn attacks and a Tongue attack. It can replace any of these attacks with its Poison Spit attack.

Horn. Melee Weapon Attack. +10 to hit, reach 10 ft., one target. Hit: 21 (3d10 + 5) piercing damage.

Poison Spit. Ranged Weapon Attack. +10 to hit, range 60/240 ft., one target. Hit: 10 (3d6) poison damage and a poisonous cloud appears in a 5-foot-radius, 10-foothigh cylinder centered on the target that lasts for 24 hours or until strong wind disperses the cloud. On a miss, the cloud appears in a space adjacent to the target. A creature that starts its turn in the cloud or moves through it for the first time on a turn must make a DC 17 Constitution saving throw, taking 7 (2d6) poison damage and be poisoned for 1 minute on a failed save, or half as much damage and isn't poisoned on a successful one.

Poison Ring (Recharge 5–6). The chameleos flies 15 feet into the air without provoking opportunity attacks and exhales poisonous gas that spreads across the ground in a 30-foot radius centered directly below the chameleos. Each creature in that area must make a DC 20 Constitution saving throw, taking 28 (8d6) poison damage and be poisoned for 1 minute on a failed save, or half as much damage and isn't poisoned on a successful one. While poisoned in this way, the creature takes 17 (5d6) poison damage at the start of each of its turns. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Tongue. Melee Weapon Attack. +10 to hit, reach 15 ft., one target. Hit: 15 (3d6 + 5) bludgeoning damage. If the target has an object in at least one hand, it must make a DC 15 Strength saving throw or have the object swallowed by the chameleos. If the chameleos takes 50 damage in one turn, it regurgitates all swallowed objects in a 5 foot area adjacent to it.

Poison Mist (Recharge 5–6). The chameleos exhales a poisonous mist in a 60-foot cone. Each creature in that area must make a DC 17 Constitution saving throw, taking 54 (12d8) poison damage on a failed save, or half as much damage on a successful one. The Mist lingers until the start of the chameleos next turn. A creature that starts its turn in the mist or moves through it for the first time on a turn must make a DC 17 Constitution saving throw, taking 28 (8d6) poison damage and become poisoned for 1 minute on a failed save, or half as much damage and isn't poisoned on a successful one.

Invisible Passage. The chameleos magically turns invisible until it attacks or casts a spell, or until its concentration ends (as if concentrating on a spell). While invisible, the chameleos leaves no physical evidence of its passage, so it can be tracked only by magic.

Bonus Actions

Silent Step. While invisible, the chameleos teleports up to 30 feet to an unoccupied space.

Legendary Actions

The chameleos can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The chameleos regains spent legendary actions at the start of her turn.

Attack (2/round). The chameleos makes a Tail attack or a Tongue attack.

Transparent. The chameleos uses its invisible passage.

Mist (Costs 2 Actions). The chameleos casts the fog cloud spell at 3rd-level.

Poison Breath (Costs 3 Actions) The chameleos exhales poisonous gas in a 90-foot line that is 5-feet wide. Each creature in that area must make a DC 20 Constitution saving throw, taking 14 (4d6) poison damage and be poisoned for 1 minute on a failed save, or half as much damage and isn't poisoned on a successful one. While poisoned in this way, the creature takes 17 (5d6) poison damage at the start of each of its turns. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

BoulderSmash

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