Chaos Beast

MapTool Token

NameChaos Beast
Sorted NameChaos Beast
FamilyChaos Beast
Size and TypeMedium Outsider (Chaotic, Extraplanar)
Hit Dice Count8
Hit Dice8d8+8 (44 hp)
Random Hit Points8d8+8 - 8
Initiative+5
Speed20 ft. (4 squares)
Armor Class16 (+1 Dex, +5 natural), touch 11, flat-footed 15
Base Attack/Grapple+8/+10
Attack

Claw +10 melee (1d3+2 plus corporeal instability)

Full Attack

2 claws +10 melee (1d3+2 plus corporeal instability)

Space/Reach5 ft./5 ft.
Special AttacksCorporeal instability
Special Qualities

Darkvision 60 ft., immunity to critical hits and transformation, spell resistance 15

SavesFort +7, Ref +7, Will +6
AbilitiesStr 14, Dex 13, Con 13, Int 10, Wis 10, Cha 10
Skills

Climb +13, Escape Artist +12, Hide +12, Jump +9, Listen +11, Search +11, Spot +11, Survival +0 (+2 following tracks), Tumble +14, Use Rope +1 (+3 with bindings)

Feats

Dodge, Improved Initiative, Mobility

EnvironmentEver-Changing Chaos of Limbo
Challenge Rating7
Organization

Solitary

TreasureNone
AlignmentAlways chaotic neutral
Advancement9-12 HD (Medium); 13-24 HD (Large)
Level Adjustment-
VersionSRD
SourcesSystem Reference Document
Stat_Block

Chaos beast; CR 7; Medium outsider (chaotic, extraplanar); HD 8d8+8; hp 44; Init +5; Spd 20 ft. (4 squares); AC 16 (+1 dex, +5 natural), touch 11, flat-footed 15; Base Atk +8; Grp +10; Atk +10 melee (1d3+2 plus corporeal instability, claw); Full Atk +10 melee (1d3+2 plus corporeal instability, 2 claws); Space/Reach 5 ft./5 ft.; SA Corporeal instability; SQ Darkvision 60 ft., immunity to critical hits and transformation, spell resistance 15; AL CN; SV Fort +7, Ref +7, Will +6; Str 14, Dex 13, Con 13, Int 10, Wis 10, Cha 10

Skills and Feats: Climb +13, Escape Artist +12, Hide +12, Jump +9, Listen +11, Search +11, Spot +11, Survival +0 (+2 following tracks), Tumble +14, Use Rope +1 (+3 with bindings); Dodge, Improved Initiative, Mobility

Chaos Beast

Chaos Beast
Medium Outsider (Chaotic, Extraplanar)
Hit Dice:
8d8+8 (44 hp)
Initiative:
+5
Speed:
20 ft. (4 squares)
Armor Class:
16 (+1 Dex, +5 natural), touch 11, flat-footed 15
Base Attack/Grapple:
+8/+10
Attack:
Claw +10 melee (1d3+2 plus corporeal instability)
Full Attack:
2 claws +10 melee (1d3+2 plus corporeal instability)
Space/Reach:
5 ft./5 ft.
Special Attacks:
Corporeal instability
Special Qualities:
Darkvision 60 ft., immunity to critical hits and transformation, spell resistance 15
Saves:
Fort +7, Ref +7, Will +6
Abilities:
Str 14, Dex 13, Con 13, Int 10, Wis 10, Cha 10
Skills:
Climb +13, Escape Artist +12, Hide +12, Jump +9, Listen +11, Search +11, Spot +11, Survival +0 (+2 following tracks), Tumble +14, Use Rope +1 (+3 with bindings)
Feats:
Dodge, Improved Initiative, Mobility
Environment:
Ever-Changing Chaos of Limbo
Organization:
Solitary
Challenge Rating:
7
Treasure:
None
Alignment:
Always chaotic neutral
Advancement:
9-12 HD (Medium); 13-24 HD (Large)
Level Adjustment:
-

The horrific creatures known as chaos beasts have mutable, ever-changing forms. A chaos beast's dimensions vary, but it always weighs about 200 pounds.

Chaos beasts do not speak.

Combat

For all its fearsome appearances, whether it has claws, fangs, pincers, tentacles, or spines, a chaos beast does little physical harm. Regardless of form, the creature seems unable to manage more than two attacks per round. Its continual transmutations prevent the coordination needed to do more.

A chaos beast's claw attacks, as well as any weapons it wields, are treated as chaotic-aligned for the purpose of overcoming damage reduction.

Corporeal Instability (Su): A blow from a chaos beast against a living creature can cause a terrible transformation. The creature must succeed on a DC 15 Fortitude save or become a spongy, amorphous mass. Unless the victim manages to control the effect (see below), its shape melts, flows, writhes, and boils. The save DC is Constitution-based.

An affected creature is unable to hold or use any item. Clothing, armor, rings, and helmets become useless. Large items worn or carried-armor, backpacks, even shirts-hamper more than help, reducing the victim's Dexterity score by 4. Soft or misshapen feet and legs reduce speed to 10 feet or one-quarter normal, whichever is less. Searing pain courses along the nerves, so strong that the victim cannot act coherently. The victim cannot cast spells or use magic items, and it attacks blindly, unable to distinguish friend from foe (-4 penalty on attack rolls and a 50% miss chance, regardless of the attack roll).

Each round the victim spends in an amorphous state causes 1 point of Wisdom drain from mental shock. If the victim's Wisdom score falls to 0, it becomes a chaos beast.

A victim can regain its own shape by taking a standard action to attempt a DC 15 Charisma check (this check DC does not vary for a chaos beast with different Hit Dice or ability scores). A success reestablishes the creature's normal form for 1 minute. On a failure, the victim can still repeat this check each round until successful.

Corporeal instability is not a disease or a curse and so is hard to remove. A shapechange or stoneskin spell does not cure an afflicted creature but fixes its form for the duration of the spell. A restoration, heal, or greater restoration spell removes the affliction (a separate restoration is necessary to restore any drained points of Wisdom).

Immunity to Transformation (Ex): No mortal magic can permanently affect or fix a chaos beast's form. Effects such as polymorphing or petrification force the creature into a new shape, but at the start of its next turn it immediately returns to its mutable form as a free action.

Source Copyright: System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, James Wyatt, based on original material by E. Gary Gygax and Dave Arneson.

The Open content displayed above has been reproduced with permission from the copyright holder.

Attacks: Claw +10 melee (1d3+2 plus corporeal instability), or 2 claws +10 melee (1d3+2 plus corporeal instability)

feats: DODGE, IMPROVED INITIATIVE, MOBILITY, ,