SENTIENT CATALYST FRAGMENT
The Chaos Fragment is a living piece of the Crimson Catalyst. It is magically bonded to Fizz and communicates telepathically with him within 120 feet.
WILD MAGIC INSTABILITY
At the start of the Chaos Fragment's turn, roll 1d8 to determine what unstable magic occurs.
1 — Wild Detonation:
The Fragment explodes. Creatures within 10 feet must make a DC 12 Dexterity saving throw, taking 2d6 force damage on a failed save, or half as much on a success.
2 — Chaotic Blessing:
One ally within 30 feet gains 1d6 temporary hit points.
3 — Unstable Surge:
One ally within 30 feet adds 1d4 to their next attack roll or saving throw.
4 — Reality Skip:
A creature within 30 feet teleports 15 feet in a random direction.
5 — Magical Misfire:
The next spell cast within 30 feet gains a strange magical side effect.
6 — Crimson Fury:
Fizz gains advantage on his next attack roll.
7 — Chaos Feeding:
The Fragment gains 5 temporary hit points.
8 — Perfect Performance:
All allies within 30 feet deal an extra 1d6 damage on their next successful attack.
CHAOS BURST
Ranged Spell Attack:
+5 to hit, range 60 ft., one target.
Hit:
1d6 force damage.
The Chaos Fragment fires unstable crimson energy at a creature it can see.
MAGICAL INTERFERENCE
When Fizz takes damage while within 30 feet of the Chaos Fragment, the Fragment can release unstable magic.
Roll 1d4:
1 — Reduce the damage by 1d6.
2 — Teleport Fizz 10 feet.
3 — The attacker takes 1d6 force damage.
4 — A harmless magical explosion occurs.
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
A tiny living fragment of the Crimson Catalyst. It appears as a floating shard of crimson glass filled with unstable magical energy. It behaves like a chaotic performer, constantly seeking dramatic moments and magical destruction.
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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