Bedlam
Large aberration, chaotic neutral
Armor Class
17 (natural armor)
Hit Points
112 (15d10 + 30)
Speed
fly 50 ft.
STR
17 (+3)
DEX
20 (+5)
CON
15 (+2)
INT
15 (+2)
WIS
15 (+2)
CHA
12 (+1)
Damage Resistances
bludgeoning, piercing, and slashing from nonmagical weapons
Condition Immunities
petrification
Senses
darkvision 60 ft., passive Perception 12
Languages
Common, choice of two others
Challenge
8 (3,900 XP)
Chaotic Resonance. The bedlam emanates an aura of pure chaos. The aura deals 7 (2d6) psychic damage to any creature that ends its turn within 30 feet of the bedlam. Creatures attempting to cast a spell or use a magic item in this area have a 50% chance of the spell fizzling or the item not functioning. Creatures that are chaotic in nature ignore the effect of the bedlam’s chaotic resonance.
Magic Resistance. The bedlam has advantage on saving throws against spells and other magic effects.
Sense Law. The bedlam can sense the presence and location of any creature within 120 feet of it that is lawfully aligned, regardless of interposing barriers, unless the creature is protected by a spell such as nondetection.
Actions
Multiattack. The bedlam makes two slam attacks.
Slam. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage.
Chaos Burst (Recharge 5–6). The bedlam releases a burst of crackling gray energy in a 20-foot radius. Creatures in this area must make a DC 14 Wisdom saving throw, taking 22 (5d8) psychic damage on a failed save, and half as much damage on a successful one. Creatures that are chaotic in nature ignore the bedlam’s chaos burst.