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.

large
aberration
cr8
tome-of-horrors