Large Aberration, Chaotic Neutral
Armor Class 18 Natural Magic Hide
Hit Points 144 (17d10 + 51)
Speed 50 ft., Climb 40 ft.
STR
18 (+4)
DEX
15 (+2)
CON
16 (+3)
INT
11 (+0)
WIS
17 (+3)
CHA
16 (+3)
Skills Intimidation +8, Perception +8, Stealth +17
Damage Resistances Cold, Fire, Necrotic, Radiant
Damage Immunities Poison
Condition Immunities Charmed, Paralyzed, Poisoned
Senses Passive Perception 18
Languages Druidic, Sylvan knows, but can't speak.
Challenge 12 (8,400 XP)
Proficiency Bonus +4
Traits

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

Magic Weapons. The Chaos Multicorn's weapon attacks are magical.

Ethereal Pounce. If the Chaos Multicorn moves at least 20 feet in a strait line, the Chaos Multicorn can exit the ethereal plane, and make two claw attacks. If it hits with a claw attack in the same turn, the target must succeed on a DC 17 strength saving through or be knocked prone. If the target is prone it makes a bite attack and a tentacle attack.

Multi-headed. The Chaos Multicorn can maintain concentration on two spells at once or have advantage against saves to break concentration, if it would lose concentration on one; it looses both.

Innate Spellcasting. The Chaos Multicorn's innate spellcasting ability is Charisma (spell save DC 16). The Chaos Multicorn can innately cast the following spells, requiring no components:

At will: detect evil and good, druidcraft, pass without trace, major image

twice per day; invisibility, [Tooltip Not Found] as a 3rd level spell.

Actions

Ethereal Stride. The Chaos Multicorn and up to three willing creatures within 5 feet of it magically enter the Ethereal Plane from the Material Plane, or vice versa.

Multiattack. The Chaos Multicorn makes three attacks: two with its claws and one with its bite.

Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 4) piercing damage; plus 7 (2d6) cold damage.

Claws. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage; plus 7 (2d6) fire damage.

Horn. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage; plus 7 (2d6) radiant damage.

Tentacle. Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 7 (1d6 + 4) slashing damage; plus 7 (2d6) necrotic damage and heals for an equal amount.

Reactions

Tentacle Whip. if a creature walks or stands up within 15 feet of the Chaos Multicorn, it attacks them with a tentacle as an opportunity attack. Each creature can't be attacked more than once per turn.

Legendary Actions

The Chaos Multicorn can take 3 legendary actions, choosing from the options below****y one legendary action option can be used at a time and only at the end of another creatures turn. The Chaos Multicorn regains all spent legendary actions at the start of its turn.

Horn Attack. The Chaos Multicorn makes one attack with its horn.

Shimmering Shield. The Chaos Multicorn creates a shimmering, magical field around itself or another creature it can see within 60 feet of it. The target gains a +2 bonus to AC until the end of the Chaos Multicorn's next turn.

Heal Aura (Costs 2 Actions). The Chaos Multicorn and all allies within 10-feet magically regains 21 (4d8 + 3) hit points.

Pain Aura (cost 2 actions). All enemies with 10-feet take 11 (2d8 +3) necrotic damage.

Description

Original made by an eccentric druid who was trying to create and combine the best aspects of the fey world ended up creating an aberration. The Chaos Multicorn has the body and fore limbs of a panther, eight eyes like a spider, mandibles of an ant and it's maw is filled with shark like teeth. A second snake head is found at the end of a tentacle sprouting from between the monsters shoulders, along with two displacer beast tentacles; modified to drink blood and life essence. It is passive to most creatures unless it's hungry or it is being hunted.

Chaos Multicorn's Hunt by casting pass without trace before stalking the forest, after it has found suitable prey it casts invisibility and goes for a surprise take-down.

When a Chaos Multicorn feels the presence of adventurers nearby, it creates a major image of a unicorn sleeping in a grove with a maiden singing. If adventures approach, it attacks the smallest and weakest looking from behind with invisibility or [Tooltip Not Found], if it fails to cause the target to fall or is detected before it attacks; the [monster name] fleas. It then goes for a [Tooltip Not Found] against the two most heavily armored fighters; If they are slowed at all, it pounces the next weakest looking adventurer or the same one if they aren't dead; if they are not slowed it enters the ethereal plane, before pouncing again.

Lair and Lair Actions

The Chaos Multicorn, after being infused with chaotic magic, has learned how to enhance and warp its surroundings semi-permanently.

Lair Actions

On initiative count 20 (losing initiative ties), the Chaos Multicorn takes a lair action to cause one of the following effects; any condition or effect is removed when a new lair action is taken; Any effects of the lair are suspended while the Chaos Multicorn is in the ethereal plane. The Chaos Multicorn can’t use the same effect two rounds in a row:

  • same as the spell spike growth, in addition, if a creature takes any piercing damage from it, they must make a constitution save DC 13; or take 8 (2d8) poison damage. 
  • same as the spell fog cloud, in addition, any creature that ends it's turn inside they must make a constitution save DC 13; or take 8 (2d8) cold damage.
  • All creatures with a 10-foot-radius are under the effects of a hypnotic pattern; wisdom  saving through DC 13.

Regional Effects

The region containing a legendary Chaos Multicorn’s lair has mind warping properties, which creates one or more of the following effects:

  • Every 4 hours, all creatures within the Chaos Multicorn's forest must make an intelligence save DC 12, or suffer one level of exhaustion. Fey and creatures with an intelligence lower than 4 automatically succeed.
  • Creatures that die are under the effects of the raise dead spell after 24 hours as fungus and mushrooms begin to grow out of them; they follow any command given to them by the [monster name].

If the Chaos Multicorn dies, these effects fade over the course of 13 days.

Habitat: Forest

BelakLizerks

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