Chaos Elemental

Medium elemental (shapechanger), neutral

Armor Class 16 (natural armor)

16 (natural armor) Hit Points 90 (12d10+24)

90 (12d10+24) Speed fly 50 ft (hover).

STR DEX CON INT WIS CHA 12 (+1) 18 (+4) 14 (+2) 6 (-3) 15 (+2) 18 (+4)

Condition Immunities prone, restrained

prone, restrained Senses passive Perception 12

passive Perception 12 Languages Auran

Auran Challenge 7 (2,900 XP)

Shapechanger. The elemental can use its action to polymorph into an elemental, or back into its true, amorphous humanoid form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies or enters combat.

Erratic Presence. The existence of the elemental causes magic to function unusually. Whenever a spell is cast within 120 ft. of the elemental, roll a d6. On a 6, the spellcaster triggers the effects of wild magic (roll on the Sorcerer's Wild Magic Surge table).

If the elemental is reduced to 0 hit points, it uses Overload before fading away.

Unstable Being. At the start of combat, roll a d8, or choose an option. If there are multiple chaos elementals, roll separately or roll once for all of them. The chaos elemental gains the benefits of the rolled option as follows:

Red. The elemental resists fire damage. It also deals 5 (1d10) fire damage to creatures that start their turn or move within 5ft. of the elemental. Orange. The elemental resists acid damage. When it deals damage to a target, the target must make a DC 15 Constitution save or take 16 (3d10) acid damage. Yellow. The elemental resists lightning damage. When it deals damage to a target, the elemental can force another creature within 10 ft. of the target to take 5 (1d10) lightning damage. Green. The elemental resists poison damage. When it deals damage to a target, the target must make a DC 15 Constitution saving throw or become poisoned for 1 minute. The target can make subsequent saves at the start of their turns, ending the condition on a successful save. Blue. The elemental resists cold damage. When it deals damage to a target, the target's movement speed is reduced by 20 ft. until the end of their next turn. Indigo. The elemental resists bludgeoning, piercing, and slashing damage. Creatures that start their turn or move within 5ft. of the elemental must make a DC 15 Constitution save or become restrained. At the end of their turn, if they're still restrained, they must make the same save again or become petrified, ending all effects on a successful save. Violet. The elemental resists force damage. It can cast dimensional door as a bonus action without using any components. Chaotic. Choose the resistance of one type, and the other benefits of another type.