Chaos Bolt Casting Time: 1 action
Range: 120 feet
Duration: Instantaneous
You hurl an undulating, warbling mass of chaotic energy at one creature in range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 + 1d6 damage. Choose one of the d8s. The number rolled on that die determines the attack's damage type, as shown below.
1 acid 2 cold 3 fire 4 force 5 lightning 6 poison 7 psychic 8 thunder
Fire Flare Casting Time: Action
Range: 60 feet
Duration: Instantaneous
You unleash a blast of brilliant fire. Make 3 ranged spell attacks against a target/targets within range; a target gains no benefit from Half Cover or Three-Quarters Cover for this attack roll. On a hit, the target takes 2d10 fire damage.
Erupting Earth Casting time 1Action
Range 120ft (20ft cube)
Duration: Instantaneous
Choose a point you can see on the ground within range. A fountain of churned earth and stone erupts in a 20-foot cube centered on that point. Each creature in that area must make a Dexterity saving throw. A creature takes 3d12 bludgeoning damage on a failed save, or half as much damage on a successful one. Additionally, the ground in that area becomes difficult terrain until cleared. Each 5-foot-square portion of the area requires at least 1 minute to clear by hand.
Haste Casting time 1Action
Duration: 1min(10 turns)
Until the spell ends, the target’s Speed is doubled, it gains a +2 bonus to Armor Class, it has Advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used to take only the Attack (one attack only), Dash, Disengage, Hide, or Utilize action.
When the spell ends, the target is Incapacitated and has a Speed of 0 until the end of its next turn, as a wave of lethargy washes over it.
Slow Casting time 1Action
Duration: 1min(10 turns)
You alter time around up to six creatures of your choice in a 40-foot Cube within range. Each target must succeed on a Wisdom saving throw or be affected by this spell for the duration.
An affected target’s Speed is halved, it takes a −2 penalty to AC and Dexterity saving throws, and it can’t take Reactions. On its turns, it can take either an action or a Bonus Action, not both, and it can make only one attack if it takes the Attack action. If it casts a spell with a Somatic component, there is a 25 percent chance the spell fails as a result of the target making the spell’s gestures too slowly.
An affected target repeats the save at the end of each of its turns, ending the spell on itself on a success.
Chain Lightning Casting time 1Action
Range: 150ft
Duration: Instantaneous
You launch a lightning bolt toward a target you can see within range. Three bolts then leap from that target to as many as three other targets of your choice, each of which must be within 30 feet of the first target. A target can be a creature or an object and can be targeted by only one of the bolts.
Each target makes a Dexterity saving throw, taking 10d8 Lightning damage on a failed save or half as much damage on a successful one.
Whirlwind Casting time 1Action
Range: 300ft
Duration: 1min(10 turns)
A whirlwind howls down to a point that you can see on the ground within range. The whirlwind is a 10-foot-radius, 30-foot-high cylinder centered on that point. Until the spell ends, you can use your action to move the whirlwind up to 30 feet in any direction along the ground. The whirlwind sucks up any Medium or smaller objects that aren’t secured to anything and that aren’t worn or carried by anyone.
A creature must make a Dexterity saving throw the first time on a turn that it enters the whirlwind or that the whirlwind enters its space, including when the whirlwind first appears. A creature takes 10d6 bludgeoning damage on a failed save, or half as much damage on a successful one. In addition, a Large or smaller creature that fails the save must succeed on a Strength saving throw or become restrained in the whirlwind until the spell ends. When a creature starts its turn restrained by the whirlwind, the creature is pulled 5 feet higher inside it, unless the creature is at the top. A restrained creature moves with the whirlwind and falls when the spell ends, unless the creature has some means to stay aloft.
A restrained creature can use an action to make a Strength or Dexterity check against your spell save DC. If successful, the creature is no longer restrained by the whirlwind and is hurled 3d6 × 10 feet away from it in a random direction.
- Chaos can use one action per turn and on use summons a 15 AC 50 HP crystal within 30 feet that maintains concentration on that action for him, and the spell ends when that crystal is broken.
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Earth: Wall of stone and everyone adjacent to the wall when it appears must save or be knocked prone, the crystal is immune to non-physical damage and resistant to slashing and piercing damage 1 time a day
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Fire: Fire storm, the crystal lashes with tongues of flame at anyone who damages it, dealing as much damage as their attack did 1 time a day
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Water: Sleet storm and ice storm combined in the same area, the crystal is a levitating liquid so it's immune to physical damage 1 time a day
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Air: Storm sphere and whenever the spell attack hits a PC it chains to another PC who hasn't been hit yet, this uses a new attack roll and it can repeat, the crystal is intangible and is immune to non-magical weapons and resistant to damage from any magical source 1 time a day
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(feral only)Once all four are out, he can use his legendary action to heal one of the crystals to full HP and reposition that spell's area
Description
Lair and Lair Actions
The same shrine you fought Garland in now as it was the day it was built with many floors filled with monsters protecting the evil that lies at the deep within.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
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5/26/2026 7:09:00 AM
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3
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1
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Coming Soon
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