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Chaos Wyrm

Large Fiend (demon, chaotic), Chaotic Evil


Armor Class 17 (natural armor)

Hit Points 138 (12d10+60)

Speed 40 ft. fly 60 ft.

STR 20 (+5)
DEX 14 (+2)
CON 20 (+5)
INT 6 (-2)
WIS 12 (+1)
CHA 16 (+3)

Saving Throws Con +8, Cha +6

Skills Intimidation +7

Damage Resistances cold; fire; piercing

Damage Immunities poison, psychic

Condition Immunities charmed, frightened, poisoned

Senses darkvision 120 ft., passive Perception 12

Languages Abyssal, telepathy 120 ft.

Challenge 8 (3,900 XP) Proficiency Bonus +3


Legendary Resistance (3/Day). If the Chaos Wyrm fails a saving throw, it can choose to succeed instead.
Aura of Anarchy. Creatures within 10 feet of the Chaos Wyrm must succeed on a DC 15 Wisdom saving throw at the start of their turn or have disadvantage on all attack rolls and saving throws until the start of their next turn.

Actions

Multiattack. The Chaos Wyrm makes three attacks: one with its Bite and two with its Claws.
Bite. Melee weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 22 (3d10+6) piercing damage. Upon a hit, the target must succeed on a DC 15 Constitution saving throw or be poisoned for 1 minute. The poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Claw. Melee weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 15 (2d8+6) slashing damage.
Chaos Breath (Recharge 5-6). The Chaos Wyrm exhales a chaotic wave of energy in a 30-foot cone. Each creature in that area must make a DC 17 Dexterity saving throw, taking 36 (8d8) psychic damage on a failed save, or half as much on a successful one.

Legendary Actions

The Chaos Wyrm can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The Chaos Wyrm regains spent legendary actions at the start of its turn.

Chaotic Lash. The Chaos Wyrm makes a claw attack.
Instability. The Chaos Wyrm creates a burst of chaotic energy, forcing all creatures within 10 feet to succeed on a DC 15 Constitution saving throw or take 10 (3d6) psychic damage.
Flicker (Costs 2 Actions). The Chaos Wyrm teleports up to 30 feet to an unoccupied space it can see.

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Lore & Description

Appearance

The Chaos Wyrm is a massive, serpentine fiend with shifting colors. Its skin is an ever-changing swirl of dark purples, greens, and reds, and its eyes glow with a fierce, chaotic light. Jagged teeth and elongated claws punctuate its maw and limbs, while chaotic energy crackles around its body.

Behavior & Origins

Born from the Abyss, the Chaos Wyrm revels in destruction and discord. It thrives in tumultuous environments, spreading chaos wherever it roams. The creature is often summoned by powerful warlocks seeking to unleash havoc on their enemies, but those who control it find its nature hard to tame. The Chaos Wyrm seeks to unravel order, feasting on the despair it creates in its wake.

Monster Image

Chaos Wyrm

Generation Info

Original prompt:
"A demonic beast of pure chaos"

Created: Jan 28, 2026
Modified: May 22, 2026

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