Small unknown
Armor Class 15 Natural Armor
Hit Points 40 (6d6)
Speed 30 ft.
STR
10 (+0)
DEX
14 (+2)
CON
14 (+2)
INT
14 (+2)
WIS
12 (+1)
CHA
14 (+2)
Saving Throws INT +12, WIS +4, CHA +5
Skills Animal Handling +5, Arcana +6, Intimidation +6
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Necrotic, Psychic, Radiant
Condition Immunities Charmed, Exhaustion, Frightened, Poisoned
Senses Passive Perception 13
Languages --
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Traits

Magical Strikes. Chaos' Weapon attacks are magical. When the Chaos hits with any weapon, the weapon deals an extra 2d6 damage (include the attack) and can decide what type of damage that it deals. 

Roulette Magic. Chaos can attempt to use magic he has not studied before. It needs to be a spell slot that he has. Roll 3d6 and if any of them are 5 or 6 then the spell works and is added to his spell list. 

Chaos is able to push past his own limitations and use a spell 2 levels than his max. For every level higher than 3rd level he has to roll one less d6 to learn it. To use a spell slot higher than his max he take 1d6 per spell level.

Magic Sight. Chaos can see the flow of the weave. He can cast the Detect Magic spell at will and can see magically invisible creatures.

Reality Shatter. Chaos can cast Power Word Kill on a creature he can see and . When Chaos uses this ability he instantly falls to 0 hit points and cannot be woken for 8 hours.

Innate Spellcasting. The Chaos is a 5rd-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 16, + 7 to hit with spell attacks). The Chaos can innately cast the following spells without material components and does not need to prepare them:

(at will):  Blade Ward, Druidcraft, Mage Hand, Friends, Prestidigitation, Booming Blade

1st level (3 slots): Beast Bond, Identify, Witch Bolt, Healing Word, Invisibility, Charm Person

2nd level (2 slot): Pass Without Trace, Earthbind

3rd level (1 slot):

5th level (1 slot): Greater Restoration

Magic Resistance. Chaos has advantage on saving throws against spells and other magical effects.

War Caster. Being a magi Chaos has these following abilities:

  • You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage.
  • You can perform the somatic components of spells even when you have weapons or a shield in one or both hands.
  • When a hostile creature's movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature.
Actions

Mindblade. Melee Weapon Attack: +7 to hit, reach
5 ft., one target. Hit: 9 (1d8 + 7) psychic damage.

 Thought Bolts. Ranged Weapon Attack: +7 to
hit, range 30/80 ft., one target. Hit: 9 (1d8 + 7)
psychic damage.

Bonus Actions

Physic Rage. As a bonus action Chaos can go into a Physic Rage. While raging he gains an extra melee attack per attack action. His AC is increased by +2 and has resistance to slashing, bludgeoning and piercing damage. 

He is unable to cast spells but is able to concentrate on spells that were previously cast before the rage. 

Reactions

Mind Veil. As a reaction, Chaos can use the residual magic to help conceal his presence. Immediately after casting he is able to make a Hide check at Advantage even when in plain sight.

The_Unsatisfied