Avatar of Chaos

Large elemental, chaotic neutral

Armor Class 20
Hit Points 405 (30d10+240)
Speed 90 ft., climb 90 ft., swim 90 ft.

21 (+5) 30 (+10) 27 (+8) 22 (+6) 25 (+7) 26 (+8)

Skills Acrobatics +18, Perception +15, Stealth +26
Damage Resistances necrotic, radiant; bludgeoning, piercing, slashing
Damage Immunities force, poison, psychic
Condition Immunities charmed, exhaustion, frightened, grappled, poisoned, prone, restrained
Senses darkvision 120 ft., truesight 60 ft., passive Perception 25
Languages all
Challenge 28 (120,000 XP)


  • Cunning Action (1/Turn). The avatar can use a bonus action to take the Dash, Disengage, or Hide action.
  • Displacement. The avatar projects an illusion that makes it appear to be standing in a place near its actual location, causing any creature to have disadvantage on attack rolls against it. If the avatar takes damage, the property ceases to function until the start of its next turn. This property is suppressed while it is incapacitated or otherwise unable to move.
  • Existential Strike. The avatar is able to make melee attacks against targets it can see within 100 feet as though it were adjacent. This does not increase the reach of the avatar’s weapon attacks.
  • Innate Spellcasting. The avatar’s innate spellcasting ability is Charisma (spell save DC 24, +16 to hit with spell attacks). The avatar can innately cast the following spells, requiring no material components:
  • Legendary Resistance (3/Day). If the avatar fails a saving throw, it can choose to succeed instead.
  • Magic Resistance. The avatar has advantage on saving throws against spells and other magical effects.
  • Magic Weapons. The avatar’s weapon attacks are magical.
  • Pain Threshold. Any attacks or spells that deal 7 points of damage or less (after vulnerabilities and resistances) do not deal any damage to the avatar.
  • Potent Gibbering. The avatar babbles incoherently while it can see any creature and isn’t incapacitated. Each creature that starts its turn within 40 feet of the avatar and can hear the avatar must succeed on a DC 24 Wisdom saving throw. On a failure, the creature can’t take reactions until the start of its next turn and rolls a d8 to determine what it does during its turn. On a 1, the creature makes a melee weapon attack against itself with advantage and any hit is a critical hit. On a 2 or 3, the creature does nothing. On a 4 or 5, the creature takes no action or bonus action and uses all its movement to move in a randomly determined direction. On a 6 or 7, the creature makes a melee attack against a randomly determined creature within its reach or does nothing if it can’t make such an attack. On an 8, the creature acts normally.
  • Reactive. The avatar can take one reaction on every turn in a combat.
  • Regeneration. The avatar regains 20 hit points at the start of its turn if it has at least 1 hit point.


  • Multiattack. The avatar uses Chaotic Bite and makes seven attacks with its blades.
  • Blades. Melee Weapon Attack: +18 to hit, reach 10 ft., one target. Hit: 21 (2d10+10) slashing damage.
  • Chaotic Bite. Melee Weapon Attack: +18 to hit, reach 5 ft., one target. Hit: Randomly determine two ability scores. The target makes a DC 24 saving throw using the highest ability score. On a failure, the avatar alters both the target’s past and present, switching the two chosen ability scores. On a failure by 5 or more, the target also reduces both scores by 1d6 (roll separately for each). The target dies if this reduces an ability score to 0. Otherwise, the reduction lasts until the target finishes a short or long rest. The change to ability scores is permanent and can only be reversed with a wish spell, or by another Chaotic Bite.


Trying to decipher the motives or purpose of this trick of existence given form is a futile endeavor, and those who encounter an Avatar of Chaos rarely have the time to ponder anyway. Brought to the realms material by powerful rituals gone awry or extremely poor turns of fate, this creature moves with an alacrity that is otherworldly and driven entirely by impulse led by reflexes beyond mortal ken. Even as it hides its presence can be known, the odor its body gives off changing constantly between the sweetness of a fine perfume, the decay of a bog-seeped corpse, and the taste of burnt metal.

As a being of chaos this avatar has a truly mercurial mind. Entropy oozes off of its psyche, corrupting the living nearby with penchants for random activity and impulsive behavior. This does not mean it is without purpose—generally it has some kind of grander objective to achieve but its immediate wants constantly change. What most believe is relentless gibbering by the creature is, if knowledgeable sages are to be trusted, actually the entity implanting falsehoods, madness, or worse.

Like its mind, the form that the Avatar of Chaos inhabits is also in constant flux. It often takes aquatic shapes but sometimes has fur and other mammalian qualities, though no matter its shape it always has a vicious, wicked maw to deliver its forever changing bite.

Section 15: Copyright Notice

Tome of Beasts 2. © 2020 Open Design LLC; Authors Wolfgang Baur, Celeste Conowitch, Darrin Drader, James Introcaso, Philip Larwood, Jeff Lee, Kelly Pawlik, Brian Suskind, Mike Welham.

This is not the complete section 15 entry - see the full license for this page