Chaotic Flesh. At the start of each of its turns, roll a d6 to determine the Cataclysm’s current mutation:
1–2: Its body drips acidic ichor (melee attacks deal +2d8 acid damage).
3–4: Its hide becomes iron-hard (gains +2 AC until start of next turn).
5: It grows extra limbs (can make an additional claw attack as a bonus action).
6: It becomes frenzied (gains advantage on all attacks until end of turn, but all attacks against it also have advantage).
Unstable Hunger. If the Cataclysm starts its turn within 10 feet of another gnoll or hyena, it must succeed on a DC 18 Wisdom save or attack them instead of its enemies that round.
Rampage. When the Cataclysm reduces a creature to 0 hit points, it can move up to half its speed and make a bite attack.
Magic Resistance. The Cataclysm has advantage on saving throws against spells and other magical effects.
Multiattack. The Cataclysm makes three attacks: one with its Bite and two with its Claws.
Bite. Melee Weapon Attack: +14 to hit, reach 10 ft., one target.
Hit: 31 (4d10 + 9) piercing damage plus 18 (4d8) necrotic damage.
Claw. Melee Weapon Attack: +14 to hit, reach 10 ft., one target.
Hit: 26 (3d10 + 9) slashing damage.
Storm of Butchery (Recharge 5–6). The Cataclysm thrashes in a frenzy of claws, teeth, and chaotic flesh. Each creature within 20 feet must succeed on a DC 18 Dexterity saving throw or take 36 (8d8) slashing damage and be knocked prone. On a successful save, the creature takes half damage and isn’t knocked prone.
Cannibal Feast. If the Cataclysm starts its turn within 5 feet of a creature at 0 hit points, it may use its bonus action to tear into their body, regaining 20 hit points.
Chaotic Lunge. The Cataclysm moves up to 20 feet toward a creature it can see without provoking opportunity attacks.
Chaotic Spasm. When the Cataclysm takes more than 30 damage from a single attack or spell, roll a d6:
1–2: It releases a spray of acidic ichor; the attacker takes 10 (3d6) acid damage.
3–4: Its body mutates violently, giving it +2 AC until the start of its next turn.
5–6: It thrashes wildly, making one Claw attack against a random creature within reach.
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
Enter a general description for your monster here.
Lair and Lair Actions
Enter a description of your monster's lair here.
Lair Actions
On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:
- Enter a description for a lair action.
- Enter a description for a lair action.
Regional Effects
The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:
- Enter a regional effect description.
- Enter a regional effect description.
If the [monster name] dies, these effects fade over the course of #d# days.






