Conscience Weakness. When CHAOS is subjugated to the power of the SUPEREGO, it has vulnerability to all attacks.
Multiaction. For every one of your turns, you may take 3 actions. (Multiattack counts as 2 actions in this case)
Deadly Strike. Whenever CHAOS makes an attack roll, it can choose to negate the attack bonus, but will have the option to roll thrice as much weapon dice for the attack if it hits.
Odds Reversal. As an action, choose one creature you can see. This creature is stuck in a state of reversed odds of success until your next turn. Whenever this creature makes an attack roll, saving throw, or skill check within the time it is affected by this, they succeed if their roll lands below the DC, and they fail if it lands higher. During this time, treat natural 1s as natural 20s, and vice versa. All ability modifiers and proficiency bonuses, however, are still added positively (for example, if during this state, a creature attempted to make a skill check with DC 10. If they rolled a 9, including all modifiers, then they succeed; however, if they have a +2 modifier to that skill, then the roll counts as 11, and they fail the check).
Multiattack: CHAOS makes 5 attacks of its choice.
Dagger. Melee Weapon Attack: +36 to hit, reach 5 ft., 1 target. Hit: 30 (1d4 + 10) slashing damage.
Chaos Beam. Ranged Weapon Attack: +36 to hit, range 100/300 ft., all targets within the line of fire. Hit: 44 (2d10 + 4) psychic damage.
Substitute. When somebody makes an attack against CHAOS, it may skip two actions of its next turn to swap places with 1 creature of its choice. Your attack is then targeted towards the creature that CHAOS swapped places with, granting advantage on the attack roll if they were not expecting to be teleported.
CHAOS can take up to 3 legendary actions at any point during another creature's turn, regaining its spent actions on any of its turns.
Failure. CHAOS can choose to make any successful attack roll, skill check, or saving throw fail.
Success (2 Actions). CHAOS can choose to make any failed attack roll, skill check, or saving throw succeed.
Description
He-llo, my friend,
I am the CHA-OS here.
Wel-come to my fan-ta-sy
No need to fear...
I want to play with you,
Will you be my friend?
We can play for-e-ver,
I won't let it end...
Lair and Lair Actions
PHANTASIA IS MY LAIR!!!
Lair Actions
On initiative count 30 (winning initiative ties), CHAOS takes a lair action to cause one of the following effects; CHAOS can’t use the same effect two rounds in a row:
- CHAOS may relocate or utterly destroy any structure or space of land in any way it so chooses.
- CHAOS drives madness into the skulls of everyone it can see. Every creature involved in combat must make a DC 14 Wisdom check or take 5d8 psychic damage.
Regional Effects
The region where CHAOS dwells is thrown into utter disorder, which creates one or more of the following
- The landscape where CHAOS dwells is distorted in strange ways, according to CHAOS's choice.
- Chaos Beasts begin to dwell in the region where CHAIS lies.
If CHAOS dies, Phantasia will cease to exist.
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