Legendary Resistance (4/Day). If Althidon fails a saving throw, he can choose to succeed instead.
Magic Resistance. Althidon has Advantage on saving throws against spells and other magical effects.
Tides of Chaos. Althidon can manipulate the forces of chance and chaos to gain advantage on one attack roll, ability check, or saving throw. The next time Althidon casts a spell of level 1 or higher, he must roll twice on the Wild Magic table and choose one result.
Subtle Spell. The DM has the discretion to use the metamagic subtle for Counterspell, Shield, and Power Word Kill.
Multiattack. Althidon makes three attacks, using Chaos Bolt or Paralyzing Touch in any combination. He can replace two attacks with a use of Spellcasting.
Chaos Bolt. Melee or Ranged Attack Roll: +14, reach 5 ft. or range 120 ft. Hit: 38 (5d12 + 6) Acid.
Paralyzing Touch. Melee Attack Roll: +14, reach 5 ft. Hit: 16 (3d6 + 6) Cold damage, and the target has the Paralyzed condition until the start of Althidon's next turn.
Spellcasting. Althidon casts one of the following spells, requiring no Material components and using Intelligence as the spellcasting ability (spell save DC 22):
At Will: Cone of Cold, Detect Magic, Dispel Magic, Invisibility, Mage Hand, Prestidigitation
2/Day Each: Confusion, Wall of Force
1/Day Each: Reverse Gravity (level 8 version), Disintegrate, Power Word Kill
Protective Magic. 3/Day Each Althidon casts Counterspell or Shield in response to the spell’s trigger, using the same spellcasting ability as Spellcasting.
Legendary Action Uses: 3. Immediately after another creature’s turn, Althidon can expend a use to take one of the following actions. Althidon regains all expended uses at the start of each of his turns.
Sinister Teleport. Althidon teleports up to 60 feet to an unoccupied space he can see, and each creature within 10 feet of the space he left takes 19 (3d12) Fire damage.
Chaos Reigns. Althidon makes one Chaos Bolt attack.
Wild Magic Surge. Althidon chooses a character he can see. That character must roll on the Wild Magic chart. The character must roll twice and Althidon chooses the result.
Lair and Lair Actions
Chaotic Re-positioning. Althidon magically swaps the positions of all creatures. He chooses the new locations and may choose to exclude any.
Magic Inversion. Althidon inverts magical effects on the battlefield. All active spells and magical effects on creatures within 120 ft. are transferred to a new target chosen by Althidon (including himself). Only one new effect can be placed on a person per Lair Action.
Fortune’s Twist Althidon flips the battlefield’s luck. Althidon chooses Attacks, Saves, or Ability Checks. Whatever he chooses, no creature in the lair can have advantage on that type of check until the next Lair Action Phase.
Orb of Inversion/Orb of Fortune)
Orb Stats
- Armor Class 17
- Hit Points 80
- Damage Resistances All damage except Force, Thunder, and Radiant
- Damage Immunities Poison, Psychic
- Condition Immunities All conditions
- Speed 0 (fixed to pillar)
- Destroying an orb triggers a small backlash: All creatures within 20 ft. of the shattered orb must succeed on a DC 18 Constitution saving throw or be stunned until the end of their next turn (wild magic backlash).
- The orbs glow brighter when their lair action is about to trigger, telegraphing to the players.
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