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Bedlam

Large aberration, chaotic neutral

Armor Class 17 (natural armor)
Hit Points 112 (15d10 + 30)
Speed 0 ft., fly 50 ft. (hover)

STR DEX CON INT WIS CHA
17 (+3) 20 (+5) 15 (+2) 15 (+2) 15 (+2) 12 (+1)

Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons
Condition Immunities petrification
Senses darkvision 60 ft., passive Perception 12
Languages Common, choice of two others
Challenge 8 (3,900 XP)

Special Traits

  • Chaotic Resonance. The bedlam emanates an aura of pure chaos. The aura deals 7 (2d6) psychic damage to any creature that ends its turn within 30 feet of the bedlam. Creatures attempting to cast a spell or use a magic item in this area have a 50% chance of the spell fizzling or the item not functioning. Creatures that are chaotic in nature ignore the effect of the bedlam’s chaotic resonance.
  • Magic Resistance. The bedlam has advantage on saving throws against spells and other magic effects.
  • Sense Law. The bedlam can sense the presence and location of any creature within 120 feet of it that is lawfully aligned, regardless of interposing barriers, unless the creature is protected by a spell such as nondetection.

Actions

  • Multiattack. The bedlam makes two slam attacks.
  • Slam. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage.
  • Chaos Burst (Recharge 5–6). The bedlam releases a burst of crackling gray energy in a 20-foot radius. Creatures in this area must make a DC 14 Wisdom saving throw, taking 22 (5d8) psychic damage on a failed save, and half as much damage on a successful one. Creatures that are chaotic in nature ignore the bedlam’s chaos burst.

About

This creature has no set form. Before your eyes, it seems to shift from a vaguely humanoid form with yellow eyes and no other discernible facial features to a swirling mass of grayish-black crackling matter.

In its latter form, blue-gray energy arcs and dances through its form, making it resemble a thundercloud shot through with lightning. It seems to constantly alter its form as if it has no control over it.

A bedlam has no control over its form, but its ever-shifting form does not hamper its abilities in combat. It is a semi-amorphous, nearly vaporous creature composed of pure chaos that makes its lair in areas tainted with strong concentration of chaotic energies, such as temples to chaotic gods or areas that were once lawfully aligned but have been poisoned by the effects of chaos. Bedlams are sometimes employed by chaotic wizards or clerics to guard a particular area. Being intelligent, the bedlam strikes a deal with said employer so that it benefits from the bargain as well. Such deals never last long as the bedlam is an unstable and erratic creature, given to flights of fancy. A bedlam enjoys chaos and seeks to spread it wherever it goes.

Bedlams seek to induce chaos and destroy or weaken law with every move. Since it continuously detects law, it uses this ability to discern whether or not those it encounters are of a lawful nature or not. Nonlawful creatures are generally just subjected to one or two chaotic bursts before the creature moves on. If lawful creatures are present, the bedlam unleashes a chaotic burst and moves to melee, forming two limbs from its chaotic mass which it uses to pound its opponents.

Section 15: Copyright Notice

Tome of Horrors © 2018, Frog God Games, LLC; Authors: Kevin Baase, Erica Balsley, John “Pexx” Barnhouse, Christopher Bishop, Casey Christofferson, Jim Collura, Andrea Costantini, Jayson ‘Rocky’ Gardner, Zach Glazar, Meghan Greene, Scott Greene, Lance Hawvermale, Travis Hawvermale, Ian S. Johnston, Bill Kenower, Patrick Lawinger, Rhiannon Louve, Ian McGarty, Edwin Nagy, James Patterson, Nathan Paul, Patrick N. Pilgrim, Clark Peterson, Anthony Pryor, Greg Ragland, Robert Schwalb, G. Scott Swift, Greg A. Vaughan, and Bill Webb