Entropy

gargantuan monstrosity, unaligned
Entropy
Illustration: Timmmi (using AI-tools like Midjourney & Dall-E)
Armor Class: 24 (Natural armor)
Hit Points: 997 ()
Speed: fly 80 ft (hover).

STR30(+10)DEX25(+7)CON25(+7)INT1(-5)WIS10(+0)CHA1(-5)
Saving Throws: Str +19, Dex +16, Con +16
Damage Resistances: acid, cold, fire, lightning, necrotic, poison, psychic, radiant, and thunder
Damage Immunities: bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities: blinded, charmed, deafened, frightened, grappled, incapacitated, paralyzed, petrified, poisoned, prone, restrained, stunned, unconscious
Senses: blindsight 120 ft., passive Perception 10
Challenge: 30 (155,000 XP)

Immutable Presence: Entropy, the embodiment of chaos and primal force, defies the very laws that govern existence. Entropy is immune to any spell or effect that would alter its form. Additionally, Entropy cannot be moved, teleported, or banished against it's will.
Legendary Resistance (3/Day): If Entropy fails a saving throw, it can choose to succeed instead.
Chaos Shift: At the start of its turn, Entropy rolls . The first d8 determines a damage type that Entropy is immune to until the start of its next turn, as shown on the table below. The second d8 determines a damage type that Entropy is vulnerable to for the same duration, as shown on the same table. If Entropy rolls the same number for both d8s, it has no immunity or vulnerability for that turn.
d8Damage Type
1Acid
2Cold
3Fire
4Force
5Lightning
6Necrotic
7Poison
8Radiant
Unusual Nature: Entropy doesn’t require air, food, drink, or sleep.
Spellcasting: Entropy can cast the following spells, requiring no material components:
At will: Plane Shift (conjuration)
Level: 7
Casting Time: 1 action
Concentration: No
Ritual: No

The caster and up to 8 creatures are transported to another plane of existence, or a creature is banished (Cha. save).

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(self only)
Entropic Chaos: When a creature is damaged by one of Entropy's attacks or abilities, it takes 9 () damage of a random type and suffer a secondary effect, as determined by rolling on the table below. This includes legendary actions and lair actions.
d20Damage TypeSecondary Effect
1AcidThe target's armor or clothing is partially dissolved, reducing its AC by 1 until it is repaired or replaced.
2ColdThe target is restrained by ice until the end of its next turn.
3FireThe target catches fire, taking 5 () fire damage at the start of each of its turns until it or another creature takes an action to extinguish the flames.
4ForceThe target is pushed 10 feet away from Entropy in a straight line.
5LightningThe target is stunned until the end of its next turn.
6NecroticThe target's maximum hit points are reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest.
7PoisonThe target is poisoned for 1 minute. It can repeat the saving throw at the end of each of its turns, ending the effect on a success.
8PsychicThe target is confused for 1 minute. It must roll a d10 at the start of each of its turns to determine its behavior, as in the Confusion (enchantment)
Level: 4
Casting Time: 1 action
Concentration: Yes
Ritual: No

Creatures in a 10-ft-radius sphere must succeed on a Wis. save or can't take actions normally (+ 5-ft-radius/lvl).

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spell.
9RadiantThe target is blinded for 1 minute. It can repeat the saving throw at the end of each of its turns, ending the effect on a success.
10ThunderThe target is deafened for 1 minute. It can repeat the saving throw at the end of each of its turns, ending the effect on a success.
11SlashingThe target bleeds profusely, taking 5 () slashing damage at the start of each of its turns until it receives magical healing or a DC 15 Medicine check.
12PiercingThe target is impaled by a shard of metal or bone, reducing its speed by 10 feet until it or another creature takes an action to remove the shard.
13BludgeoningThe target is knocked prone.
14ForceThe target's size increases or decreases by one category (Entropy's choice) for 1 minute.
15PsychicThe target ages forward or backward (Entropy's choice) by years. This has no effect on the target's statistics, but may alter its appearance.
16ForceThe target becomes unaffected by gravity for 1 minute. During this time, the target can move only by pushing or pulling against a fixed object or surface within reach (such as a wall or a ceiling), which allows it to move as if it were climbing.
17PsychicThe target sees a horrific illusion of its worst fear for 1 minute. It is frightened of Entropy for the duration.
18NoneThe target is charmed by Entropy for 1 minute. It regards Entropy as a friend and will not harm it or its allies. It can repeat the saving throw at the end of each of its turns, ending the effect on a success.
19NoneThe target is polymorphed into a sheep for 1 minute. It retains its personality and alignment, but its statistics are replaced by those of a sheep. It can repeat the saving throw at the end of each of its turns, ending the effect on a success.
20NoneThe target rolls on the Wild Magic Surge table to determine a random magical effect.

Actions

Multiattack: Entropy makes three attacks: one with its pseudopod, one with its chaos bolt volley, and one with its chaos blast.
Pseudopod: Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 32 () bludgeoning damage plus 14 () damage of the type Entropy is immune to on this turn, or force if Entropy has no immunities.
Chaos Bolt Volley: Entropy chooses up to 5 () creatures within 120 feet of it that it can see. Each creature must make a DC 22 Dexterity saving throw or be hit by a Chaos Bolt (evocation)
Level: 1
Casting Time: 1 action
Concentration: No
Ritual: No

If the attack hits, deals 2d8 + 1d6 damage of a random type (damage/lvl). Must attack a secondary target if both d8 are equal.

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spell as if cast by Entropy at 9th level.
Chaos Blast (Recharge 5-6): Entropy unleashes a blast of chaotic energy in a 60-foot cone. Each creature in that area must make a DC 22 Wisdom saving throw, taking 56 () damage on a failed save, or half as much damage on a successful one. The damage type is the same as the damage type Entropy is immune to on this turn, or force if Entropy has no immunities.

Legendary Actions

Entropy can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Entropy regains spent legendary actions at the start of its turn.
Pseudopod: Entropy makes one pseudopod attack.
Move: Entropy moves up to it's speed without provoking opportunity attacks.
Chaos Shift (Costs 3 Actions): Entropy teleports up to 120 feet to an unoccupied space that it can see. It can then use its chaos blast without recharging.

Lair Actions

Entropy does not have a fixed lair, but rather considers any area within 1 mile of its presence as its domain.
On initiative count 20 (losing initiative ties), Entropy can take a lair action to cause one of the following effects; Entropy can’t use the same effect two rounds in a row:
Sphere of Chaos: Entropy creates a 20-foot-radius sphere of chaotic energy at a point it can see within 120 feet of it. The sphere lasts until the start of Entropy’s next turn. Any creature that enters the sphere or starts its turn there takes 1 force damage. (This triggers Entropic Chaos)
Random Debris: Entropy causes a 60-foot-radius area within 120 feet of it to become difficult terrain. The terrain is filled with random obstacles, such as sticky honey, spikes, scattered furniture, pits, webs, or other obstacles. The effect lasts until the start of Entropy’s next turn.
Chaotic Interference: Entropy causes a 60-foot-radius area within 120 feet of it to become distorted by chaotic magic. Any creature in the area must make a DC 22 Intelligence saving throw or have disadvantage on attack rolls, ability checks, and saving throws until the start of Entropy’s next turn.
True Polymorph: Entropy chooses one creature within 120 feet of it that it can see. The creature must make a DC 22 Wisdom saving throw or be affected by the True Polymorph (transmutation)
Level: 9
Casting Time: 1 action
Concentration: Yes
Ritual: No

Transform a creature or object into a new form (creature <-> object). The new form can be permanent.

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spell as if cast by Entropy at 9th level. The effect lasts until the next lair action is triggered. The creature is transformed into a random object or creature, as determined by rolling on the table below.
d100Object or Creature
01-02A young red dragon
03-04A blink dog
05-06A harpy
07-08A wooden chair
09-10A bugbear
11-12A mind flayer
13-14A cat
15-16A goblin
17-18A fire giant
19-20A gelatinous cube
21-22A kobold
23-24A vampire
25-26A troll
27-28A griffon
29-30A rubber duck
31-32An adult gold dragon
33-34A beholder
35-36A demilich
37-38A mimic
39-40A sperm whale
41-42A bowl of petunias
43-44A hobgoblin
45-46A unicorn
47-48A centaur
49-50A pixie
d100Object or Creature
51-52A dog
53-54A merfolk
55-56A medusa
57-58A minotaur
59-60A hydra
61-62A nightwalker
63-64A cyclops
65-66A cloud giant
67-68A purple worm
69-70A skeleton
71-72A zombie
73-74A mummy
75-76An animated armor
77-78A roc
79-80A banshee
81-82A death knight
83-84A chimera
85-86A young bronze dragon
87-88A remorhaz
89-90A bulette
91-92A rat
93-94A dryad
95-96A wolf
97-98A gnoll
99-00A flumph
Note: This list contains monsters up to CR20. This means it will only work for parties with level 20 players. If the player characters are lower than level 20, you may need to make some adjustments to this list, or ignore the limitations of the True Polymorph (transmutation)
Level: 9
Casting Time: 1 action
Concentration: Yes
Ritual: No

Transform a creature or object into a new form (creature <-> object). The new form can be permanent.

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spell.

Regional Effects

The region containing Entropy’s lair is warped by its presence, creating one or more of the following effects:
If Entropy is destroyed or leaves the plane, these effects end immediately.
Weather: The weather in the region is unpredictable and extreme, changing from calm to stormy, hot to cold, or day to night in a matter of minutes.
Terrain: The terrain in the region is unstable and shifting, creating sinkholes, fissures, or mounds of rubble at random locations.
Magic: The magic in the region is unstable and wild, causing spells and magical items to malfunction or produce random effects. Whenever a creature casts a spell or uses a magical item within 1 mile of the lair, the DM can roll on the Wild Magic Surge table to determine a random magical effect.

Notes

Entropy is a terrifying creature that defies all logic and order. It is a shapeless mass of chaotic energy that constantly changes its form, color, and texture. It has no discernible features, except for a single, vortex like maw that devours anything that comes in it's way. Entropy is not a living being, but a manifestation of the Elemental Chaos, the primal force that opposes the order of Mechanus. It has no mind, no purpose, and no allegiance, only a hunger for destruction and disorder. It can warp reality around it, creating random effects that defy logic and physics. It's immunities and resistances constantly shift, making it even more unpredictable in combat.
Entropy has the innate ability to cast plane shift at will, without any material components. This allows it to travel across the multiverse, appearing and disappearing in different planes of existence. Entropy does not use this ability to seek out specific destinations or to escape from danger. It simply moves randomly, following its chaotic nature. Entropy does not care where it goes, as long as it can cause destruction and disorder. Whenever Entropy arrives in a new plane, it unleashes its chaotic energy, disrupting the natural laws and creatures of that plane. It does not stay long, however, as it soon grows bored and shifts to another plane. Entropy’s movements are unpredictable and erratic, making it hard to track or anticipate. No one knows where Entropy will appear next, or what havoc it will cause.
Entropy is a highly dangerous and unpredictable foe. It does not communicate or negotiate, but attacks anything that comes near it. It does not have a strategy or a tactic, but relies on its chaos aura and chaos blast to wreak havoc on its enemies. It does not fear death or pain, but enjoys the chaos and suffering it causes. It does not have a lair or a territory, but wanders the world randomly, leaving a trail of devastation behind it. Entropy is a force of nature, a cosmic anomaly, and a threat to all existence.
Entropy does not have a fixed lair, but rather considers any area within 1 mile of its presence as its domain. Wherever it goes, it leaves a trail of chaos and devastation behind. The region containing Entropy’s domain is warped by its presence.
Entropy has never been to Mechanus, the plane of ultimate order and law, where everything operates with clockwork precision and logic. Mechanus is the antithesis of Entropy, and the two forces would react unpredictably if they ever met. No one knows what would happen, but it would probably be very bad. However, for some unknown reason, Entropy has never entered Mechanus, despite its random movements. Some speculate that there is a hidden law or pattern that governs Entropy’s movements, preventing it from reaching Mechanus. Others believe that Mechanus has a powerful defense mechanism that repels Entropy’s chaotic energy. Whatever the reason, the multiverse is safer for it, as the collision between Entropy and Mechanus would be a cosmic catastrophe, threatening the very fabric of reality.
If Entropy is reduced to 0 hit points, it does not die. Instead, it vanishes in a burst of chaotic energy and reappears in a random location in the multiverse after × days. The location is determined by the DM, or by rolling on the table below. Entropy has no control over where it reappears. Entropy regains all its hit points and abilities when it reappears.
d100Plane
01-05Abyss
06-10Acheron
11-15Arborea
16-20Arcadia
21-25Beastlands
26-30Bytopia
31-35Carceri
36-40Elysium
41-45Gehenna
46-50Gray Waste
51-55Limbo
56-60Shadowfell
61-65Mount Celestia
66-70Outlands
71-75Pandemonium
76-80Sigil
81-85Ysgard
86-90Material Plane
91-95Feywild
96-00The Far Realm
Tags:legendary actionresistanceimmunitymonstrosityflyinghoverblindsightrandomrevivespellsloreunalignedlegendary actionslair actionsregional effects

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