Medium Aberration (Any Race), Unaligned
Armor Class 12 Natural Armor
Hit Points 40 (9d8)
Speed 20 ft., Chaos spawn naturally float 3 feet off the ground due to their psychic energy. They cannot run or move faster than 20 feet and are considered to be flying at all times.
STR
9 (-1)
DEX
10 (+0)
CON
11 (+0)
INT
17 (+3)
WIS
12 (+1)
CHA
12 (+1)
Saving Throws INT +6, WIS +4, CHA +4
Damage Vulnerabilities Acid, Bludgeoning, Radiant
Damage Resistances Poison, Psychic
Condition Immunities Blinded, Charmed, Deafened, Frightened, Poisoned
Senses Blindsight 60 ft., Passive Perception 12
Languages --
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

Spellcasting. The Chaos Spawn Elder is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks) and has the following wizard spells prepared:
• Cantrips (at will): fire bolt, light, mage hand, prestidigitation
• 1st level (4 slots): detect magic, mage armor, magic missile, shield
• 2nd level (3 slots): misty step, suggestion
• 3rd level (3 slots): counterspell, fireball
• 4th level (3 slots): greater invisibility, ice storm
• 5th level (1 slot): cone of cold

Magic Resistance. 
The Elder has advantage on saving throws against all spells except Radiant.

Overload. 
If the Chaos Spawn Elder gets within 30 feet of another Chaos Spawn elder, each of the Elder's within the range must make a DC 15 Intelligence saving throw. On a failure, the Elder takes 14 (2d6+8) damage and is stunned until the end of its next turn. On success, the Elder takes half the damage.

Actions

Sightless Glare. The Chaos Spawn Elder targets one creature it can see within 30 feet of it. The target must make a DC 15 Wisdom saving throw. On a failure, the target is paralyzed until the Elder deals damage to it or until the end of the Elder's next turn. When the paralysis ends, the target is frightened of the Elder for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, with disadvantage if it can see the Chaos Spawn Elder, ending the frightened condition on itself on a success.

Servitude. The Chaos Spawn Elder targets one  [Tooltip Not Found] within 60 feet of it and transforms the target into a [Tooltip Not Found]. If the target has not already performed its action this turn it loses its full action until next round.

Reactions

Negate. Recharge: 4 (1d4+2) The Elder can use the Counterspell spell without expending a spell slot. Use this ability as if it were using a 3rd level spell slot.

Description

Elder Chaos Spawn and the psychic horrors of the Chaos Spawn and can bend the world to their masters will. They resemble wearing long, flowing robes and a broad helmet in the shape of a "T" but closer inspection reveals it to just be hard fish or lizard-like skin. Chaos Spawn have no distinguishable facial features besides a mouth and have a solid, smooth, flesh-covered face and rely on their innate magical senses to detect its surroundings. Their skin generally ranges in hues of dark purples and blues with occasional highlights of vibrant pinks and greens in the recesses and cracks in their "armor".

Chaos Spawn generally appear when arcane magic has gone awry or where The Gaping Maw has consumed reality but Elder Chaos Spawn seem to have been created deliberately.

Upon death, Chaos Spawn disintegrate into ash and leave no body behind.

Monster Tags: abberationhumanoid

Habitat: ArcticCoastalDesertForestGrasslandHillMountainSwampUnderdarkUnderwaterUrban

Vaesive

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