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.
Gargantuan aberration, chaotic neutral
Armor Class 22 (natural armor)
Hit Points 462 (25d20 + 200)
Speed 30 ft., climb 30 ft.
Abilities Str 29 (+9), Dex 11 (+0), Con 27 (+8), Int 10 (+0), Wis 9 (-1), Cha 10 (+0)
Saving Throws Str +17, Dex +8, Con +16, Cha +8
Skills Athletics +17, Perception +7
Condition Immunities prone
Senses passive Perception 17
Challenge 25 (75,000 XP)
Corporeal Instability. Any creature that touches the dreadnought, is hit by the dreadnought’s claw attack, or takes damage from being engulfed by it must succeed on a DC 24 Charisma saving throw or become a spongy, amorphous mass. The affected creature is unable to hold or use any item. Clothing, armor, and equipment become useless. The creature’s speed is reduced by 10 feet. Searing pain courses along the nerves, so strong that the creature cannot act coherently; it cannot cast spells or use magic items, and it attacks blindly, unable to distinguish friend from foe. At the start of the creature’s turn, roll a d8 to determine what it does during its turn. On a 1 to 4, the creature does nothing. On a 5 or 6, the creature takes no action or bonus action and uses all its movement to move in a randomly determined direction. On a 7 or 8, the creature makes a melee attack against a randomly determined creature within its reach or does nothing if it can’t make such an attack.
Each round that the creature spends in an amorphous state, its Wisdom is reduced by 1. The target becomes a chaos beast if this reduces its Wisdom to 0.
A creature can repeat its saving throw at the end of each of its turns, ending the effect on itself with a success. A greater restoration spell or similar magic removes the affliction. And a separate greater restoration spell is required to restore any lost Wisdom.
Avoidance. If the dreadnought is subjected to an effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
Immutable Form. The dreadnought is immune to any spell or effect that would alter its form.
Legendary Resistance (3/Day). If the dreadnought fails a saving throw, it can choose to succeed instead.
Magic Resistance. The dreadnought has advantage against spells and other magical effects.
Multiattack. The dreadnought makes three claw attacks.
Claw. Melee Weapon Attack: +17 to hit, reach 30 ft., one target. Hit: 27 (4d8 + 9) slashing damage.
Engulf. The dreadnought moves up to its speed. While doing so, it can enter a Huge or smaller creatures’ spaces. Whenever the dreadnought enters a creature’s space, the creature must make a DC 24 Dexterity saving throw.
On a successful save, the creature can choose to be pushed 5 feet back or to the side of the dreadnought. A creature that chooses not to be pushed suffers the consequences of a failed saving throw.
On a failed save, the dreadnought enters the creature’s space and the creature takes 45 (8d8 + 9) piercing damage and is engulfed. The engulfed creature can’t breathe, is restrained, and takes 45 (8d8 + 9) piercing damage at the start of each of the dreadnought’s turns. When the dreadnought moves, the engulfed creature moves with it.
Art by Wizards of the Coast