Trait Name. Rsistant to one random damage type at the start of combat
Wild Pulse (Recharge 5–6):
Each creature within 15 ft rolls a d6:
1 – Take 1d6 force damage
2 – Teleport 10 ft randomly
3 – Gain advantage on next attack
4 – Fall prone
5 – Heal 1d6 HP
6 – Nothing happens
Action Melee Attack. Chaos Staff: +4 to hit
Hit: 1d6+2 bludgeoning + 1d4 random elemental damage
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
It apears to be a large chaos spark clad in robes and carrying a black and red staff with a glowing black orb on top of the staff
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.
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