The original chaos beasts–those that have been alive since the beginning of time or possibly earlier–are known as chaos dreadnoughts. Fortunately, only a few of these behemoths exist, and they seem to be localized to the Randomness of Limbo.
Like their lesser brethren, these horrific creatures have mutable, ever-changing forms. Their deadly touch can make opponents melt into a formless goo.
There’s no telling what a chaos dreadnought will look like. One moment, it might be a towering horror of hooks and fangs, all pulpy flesh and exposed veins, and the next, a slithering mass of ropy, vermillion-tipped tentacles. A moment later it may be a bulbous thing with ten eyes swimming in a viscous sac at the top of the body, in turn, surrounded by a ring of smacking mouths, then become a mighty creature, all muscle and fury. A chaos dreadnought’s dimensions vary, but it weighs about 20,000 pounds.
While in Limbo, chaos dreadnoughts are considered natural anarchs, allowing them to swim through the primal soup without taking damage from the environment.
On initiative count 20 (losing initiative ties), the dreadnought can take a lair action to cause on of the following effects; it can’t use the same effect two rounds in a row:
- The dreadnought emits a discharge of energy. Each creature within 30 feet of the dreadnought must make a Dexterity saving throw, taking 4d8 damage of a randomly determined energy type on a failed saving throw, or half as much damage on a successful one. To determine the type of damage it deals, roll a d6: 1 – cold, 2 – fire, 3 – lightning, 4 – thunder, 5 – radiant. If this effect deals fire or lightning damage, it ignites flammable objects not being worn or carried.
- The dreadnought sheds part of itself. A Medium chaos beast appears in an unoccupied space within 30 feet of the dreadnought.
Art by Wizards of the Coast