Hundun (5e Creature)

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Hundun[edit]

Medium aberration, chaotic neutral


Armor Class 20
Hit Points 379 (33d8 + 231)
Speed 60 ft., burrow 40 ft., climb 60 ft., fly 120 ft.


STR DEX CON INT WIS CHA
25 (+7) 30 (+10) 25 (+7) 25 (+7) 25 (+7) 25 (+7)

Skills Acrobatics +19, Arcana +16, Athletics +16, Insight +16, Perception +16, Performance +16, Religion +16
Proficiency Bonus +9
Damage Resistances bludgeoning, slashing, and piercing from spells and magical attacks
Damage Immunities bludgeoning, slashing, and piercing from nonmagical attacks
Senses blindsight 120 ft., passive Perception 26
Languages understands all languages but cannot speak
Challenge 30 (155,000 XP)


Magic Weapons. The hundun's weapon attacks are magical.

Magic Resistance. The hundun has advantage on saving throws against spells and other magical effects.

Being of Chaos. Whenever Hundun hits a creature with an attack, or whenever a creature Hundun can see hits Hundun with an attack, roll a d4. On a 1, the creature making the attack, whether hundun or another creature, must roll on the Hundun's Chaos Table. If an option that causes the creature to cast a spell is rolled, that creature uses its highest ability score as its spellcasting ability, the spell's effects take place immediately, and the spell does not require concentration, lasting its maximum possible duration once cast. An unspecified DC on the Hundun's Chaos table is equal to 10 plus the average of 2 rolled d12.

Sky Attack. If Hundun flies at least 30 feet before attacking, its next attack is a critical hit on an attack roll of 18 or higher, and whether or not it is a critical hit, it deals an additional 2d12 thunder damage.

Legendary Resistance (3/Day). If Hundun fails a saving throw, it can choose to succeed instead.

ACTIONS

Multiattack. Hundun makes five attacks, two with its Fists and three with its Kicks. Only one of its Kicks may be an Axe Kick. Alternatively, Hundun uses its Chaos Curse, then makes three wing attacks.

Spear Fist. Melee Weapon Attack: +19 to hit, reach 5 ft., one target. Hit: 24 (4d6 + 10) piercing damage. If this attack is a critical hit, roll three times the damage dice instead of twice.

Ki-Empowered Fist. Melee Weapon Attack: +19 to hit, reach 5 ft., one target. Hit: 24 (4d8 + 10) force damage. The target must make a DC 20 Constitution saving throw or be stunned until the start of their next turn, not being Stunned on a successful save.

Spear Kick. Melee Weapon Attack: +19 to hit, reach 10 ft., one target. Hit: 24 (4d10 + 10) piercing damage. If no target is in reach, Hundun may move up to 10 feet in a straight line towards the nearest target before using this attack.

Sweeping Kick. Melee Weapon Attack: +19 to hit, reach 10 ft., one target. Hit: 24 (4d10 + 10) bludgeoning damage. If the attack hits the target or misses the target's ac by 3 or less, the target is knocked prone.

Axe Kick. Melee Weapon Attack: +19 to hit, reach 5 ft., one target. Hit: 36 (4d12 + 10) slashing damage. Miss:, the target and each creature in a 5 foot radius of it must make a DC 20 Dexterity saving throw or take 2d12 bludgeoning damage, taking half as much on a successful save.

Chaos Curse. One creature within 120 feet of Hundun must make a DC 25 Charisma saving throw or be cursed. While cursed in this manner, every time the creature makes a saving throw, ability check, or attack roll, it must either make the roll with disadvantage, or roll a d12. If the creature chooses to roll the d12 and rolls a 1, it must roll on the Hundun's Chaos Table. This curse can only be removed by a wish spell or by dying and being resurrected.

Razor Wing. Melee or Ranged Weapon Attack: +19 to hit, reach 10 ft. or range 80/160, one target. Hit: 22 (4d8 + 10) slashing damage. Hit or Miss: the target and each creature in a 10 foot cone centered on it aiming away from the Hundun must make a DC 20 Strength saving throw or take an additional 1d12 slashing damage and be pushed 15 feet away from Hundun, taking half as much damage and not being pushed on a successful save.

Booming Wing. Each creature within 10 feet of Hundun must make a DC 20 Strength saving throw or take 24 (3d8 + 10) thunder damage and be pushed 10 feet away from Hundun, taking half as much damage and not being pushed on a successful save.


LEGENDARY ACTIONS

The Hundun 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. The Hundun regains spent legendary actions at the start of its turn.

Double Attack. Hundun makes two melee weapon attacks.

Instant Meditation. Hundun stops and calms itself, allowing it to make a Wisdom (Perception) check and end any one effect on itself that is causing it to be frightened or charmed. If Hundun is not currently affected by anything causing it to be frightened or charmed, it may instead either end one curse or similar effect on itself or roll one of its unspent hit die and add it's Constitution modifier to regain that many hit points.

Summon Chaos. Hundun releases a pulse of raw chaos. Each creature in a 15-foot radius of Hundun must make a DC 20 Charisma saving throw or be forced to roll on Hundun's Chaos Table. Regardless of if any others roll, Hundun then rolls on Hundun's Chaos Table.

Chaotic Channeling (Costs 2 Legendary Actions). Hundun resonates its chaotic energies and gains resistance to two kinds of damage. Alternatively, it can gain resistance to four kinds of damage and vulnerability to one other kind of damage instead. These resistances and vulnerabilities last until Hundun uses this legendary action again, and while Hundun has any resistances or vulnerabilities gained by this legendary action, it may choose to change the damage type of any attack it makes to that of the chosen damage types.

Hundun. An ancient fragment of the chaos which spawned the nothingness that spawned creation. Hundun exists as the only one of its kind, though whether or not this has always been the case, only it knows. Thought slain eons ago when it took the guise of a faceless, six-legged, four-winged beast, it has reincarnated now in a peculiar form, reminiscent of a humanoid girl with four legs spaced around her pelvis, a pair of feathery, pink wings at her lower back along with an identical pair at her shoulder blades, and a smooth, featureless face not unlike a mannequin's. Roaming the land with no goal in mind except perhaps to spread chaos and disorder, it dances down highways and through the wilds of any plane it winds up in in an aimless manner, though if it stays in one place for too long, it may bring about storms of Wild Magic in the area.

Chaos Incarnate. Hundun, in any form, is a being born of, and embodying, pure chaos. Weather shifts rapidly and wildly, animals and other monsters act erratically, and supernatural occurrences occur even as Hundun is simply passing through a region, let alone staying there for an extended period. Fortunately, Hundun seems to enjoy traveling, at least in this form, and rarely will stop long enough to dance for a usually-terrified onlooker before continuing on its merry way.

A New Interest. Supposedly, Hundun was slain in its last life by a human martial artist of divine talent, who later became a god himself, and so the beast has adopted this new, barely-humanoid form, to replicate that master's powers over the body. However, even though it tries to focus and prove itself in the ways of martial arts, its natural strength and aura of raw chaos typically does more damage than Hundun's admittedly-great martial arts skills. Once, Hundun was been seen stopping by the side of the road to eat and drink with an old man, believed to be the martial artist who slew Hundun, now a god in disguise.

Hundun's Chaos Table
1d100/1d10 Major Effect (1-3) Minor Effect (4-7) Nuisance Effect (8-10)
1 You cast flame strike as a 9th-level spell centered on yourself, with the additional 4d6 damage being fire damage. A giant skull appears around your head like a helmet. Roll a d3, on a 1, the skull is backwards and you are blinded until you use an action to take it off or turn it around. For 2d6 days, your eyes shine bright light in a 5-foot-wide, 20-foot-long line and dim light for an additional 20 feet.
2 Your emotions are stolen from you for 1 minute. While emotionless in this state, you cannot be charmed or frightened, but your Charisma score cannot be higher than 1, and you cannot take an action or be affected by any spell or ability that requires an emotional response. The ground in a 15-foot radius turns into solid gold for 2d6 minutes. While made of gold, any lightning or fire damage inflicted on the floor is conducted, and each creature standing on the gold must make a DC 15 Dexterity saving throw, taking half the inflicted damage on a failure. A swarm of fireflies surrounds you until you next take damage. While the swarm is present, you are under the effects of the faerie fire spell.
3 An iron anvil appears 100 feet above a random creature within 30 feet of you, or you if there are no creatures. If the anvil is not blocked by a roof or similar structure, any creatures in the space below where it appeared must make a Dexterity saving throw at the end of your next turn or take 26 (3d10 + 10) bludgeoning damage as the anvil falls on them. You and 1d4 creatures within 10 feet of you cannot be frightened for 1 hour. You can no longer speak Common. Any attempt to speak it comes out as a jumble of random words, and you cannot understand others speaking it, until a remove curse spell or similar effect is cast on you. You can induce this effect of Hundun's Chaos in others by headbutting them.
4 The next spell cast within 100 feet of you, even if cast as an effect from this table, burns up in a surge of Chaos. The target of the spell, or the nearest creature to the targeted point of the spell, instead rolls a number of times on this chart equal to the level of the spell or the level of the spell slot used to cast it, whichever is higher. You gain resistance to one type of damage decided by the DM for 24 hours. The next person to look at you perceives you as an exact physical copy of them until a remove curse spell or similar effect is cast on them.
5 You and the nearest hostile creature are transported to an empty demiplane for 1 minute, or until either you or the creature dies, upon which time you both return to the material plane. 2d4 Zombies emerge from the ground around you and begin a synchronized dance which lasts for 1 minute. If a creature makes a DC 9 Charisma (Performance) check during this dance, they dance with the zombies and gain resistance to necrotic damage for 1 month. An illusion of the full moon appears and orbits your head for 1d4 minutes. This illusory moon causes any magical effects based on the full moon, including lycanthropy, to occur immediately within 10 feet of it.
6 For 1 minute, all creatures within a 300-foot radius of you are forced into a 5-foot-wide, 300-foot-long line as though pressed between two invisible walls, but are free to move within this area. You and the nearest non-hostile creature are transported to an empty demiplane for 1 minute, upon which time you both return to the material plane. A bag of holding containing 500 pounds of a fine, glittering, multicolored powder appears within 30 feet of you. This powder never comes off of any surface it touches except if it is cleaned by a prestidigitation spell.
7 The creature with the lowest Intelligence within 120 feet of you casts time stop. You are transformed into yourself as though you had been born a different race, decided by rolling as if someone had cast reincarnate. You return to normal when a remove curse spell or similar effect is cast on you. All beasts within 150 feet of you that cannot speak a language gain the ability to speak a language you do not know for 2d6 days.
8 Any armor you are wearing leaps off your body and turns into an Animated Armor controlled by the DM. The armor returns to normal if slain. You grow a pair of eyes on the back of your head that last for 2d3 days. While these eyes are unobstructed by headgear, you cannot be surprised and have advantage on initiative rolls. Your hair and eyes change color to match your mood. They return to normal when a remove curse spell or similar effect is cast on you.
9 A 60-foot radius sphere of water, held in shape by magic, appears centered on you and lingers at that point, regardless of your movement afterwards, for 1d4 minutes before the sphere collapses and the water flows freely. You must make a Constitution saving throw or become nauseous for 1 minute. While nauseous, you cannot eat or drink anything, including potions, without vomiting everything up. Your tongue turns rainbow-colored and sheds bright light in a 10-foot radius and dim light for an additional 10 feet when your mouth is open.
10 You and the nearest creature with an Intelligence score equal to yours swap bodies, and swap stat blocks during this time, but retain your mental ability scores. This effect is undone when a remove curse spell or similar effect is cast on either of you. One magical weapon or set of tools you are carrying becomes nonmagical until the next full moon. A Homunculus wearing a Headband of Intellect appears within 10 feet of you and offers useless factoids for 3d4 minutes, after which it and the Headband vanish.
11 Your skin turns red and you gain the effects of raging as though you were a 1st-level barbarian until you take at least one point of cold damage. Your hands become iron balls for 1 minute. While they are, you cannot hold items and have disadvantage on saving throws, ability checks, and attack rolls which use your Strength or Dexterity modifier. If your Strength score is 16 or greater, you do not suffer any disadvantage, and can make unarmed strikes with your hands to deal 2d10 + your Strength modifier bludgeoning damage. A flask of acid labelled "Holy Water" appears in your grasp.
12 You take 4d8 necrotic damage which cannot be reduced in any way. A friendly creature within 30 feet that you can see then regains hit points equal to twice the damage you took. You and every creature within 1 mile of you vanish and reappear 12 hours later, perceiving no time to have passed except to notice day has become night or vice versa. A tiny banana peel appears in your space, any creature that uses movement to travel into or out of this space must make a DC 10 Dexterity saving throw or fall prone.
13 You gain immunity to one type of damage decided by the DM for 1 minute. The earth in a 10-foot radius of you rises and forms into a Zaratan, which begins heading towards the nearest body of saltwater. Your clothes become complementary to their former coloring, red turns green, blue to orange, yellow to purple, black to white, and vice-versa.
14 You can use one metamagic option as though you were a 3rd-level sorcerer during your next turn, spending no sorcery points if you have them. If you cannot use spells, you can use a maneuver as though you were a 3rd-level battle master fighter during your next turn, spending no superiority dice if you have them. Until the end of your next turn, each creature that starts its turn within 100 feet of you magically teleports to swap places with the furthest creature from itself within 100 feet of you. You cast tree stride on yourself.
15 You cast bones of the earth as a 9th-level spell, with one pillar below yourself, and one beneath each creature within 120 feet of you. Additional pillars rise between pillars with creatures on them. A church bell sounds near you, audible to a distance of 300 feet, and you have disadvantage on death saving throws for 1 hour. A comedy mask appears on your face, and you gain advantage on Charisma (Performance) checks until you take it off. The mask permanently becomes nonmagical when you remove it.
16 A total solar eclipse occurs and lasts for 1 minute, plunging the area within 1 mile of you into dim light. All attacks made by creatures in the eclipse's light deal an additional 2d8 necrotic damage. You cast transmute rock on the ground beneath you, turning it to mud if it is rock, or into rock if it is mud. It begins to rain holy water, a creature in this rain regains 6 (1d12) lost hit points at the start of its turn, or takes 6 (1d12) radiant damage if it has vulnerability to radiant damage.
17 You turn into solid steel, but remain animate, for 1d3 rounds. In this state, your creature type is construct, your weight is multiplied by 8, your movement is halved, you automatically succeed Strength and Constitution saving throws, and you gain immunity to bludgeoning, piercing, and slashing from non-adamantine weapons. You take 3d8 force damage. You are teleported 5d4 feet straight up.
18 A clay golem with 60 hit points appears within 20 feet of you and immediately goes berserk. You suddenly learn every method of how to attain godhood. This immense burst of knowledge leaves you stunned for 1 minute or until a creature takes an action to snap you out of your stupor, at which point the knowledge leaves you forever. Your arms grow very long and gain a second elbow, increasing your reach with weapons and spells by 5 feet for 1 minute.
19 You become petrified for 1 day. If this petrification is not dispelled before the next dawn, your stony body cracks apart and you emerge from it with butterfly-like wings that give you a flying speed equal to 5 feet times half of your Dexterity or Strength ability score, whichever is higher. Rain begins to "fall upwards" into the sky from the earth in a 150 foot radius of you for an hour, drying the earth and filling the sky with dark clouds, which begin normally raining when the reverse rain is finished. Your skin becomes a random color. If you are a dragonborn, your breath weapon and relevant resistance change to match your new color.
20 Time rewinds instantly by 6 seconds. Only you and a random other creature that can see you perceive this. A Giant Ape appears in a space adjacent to you, then attempts to grapple you and carry you to the highest point in the immediate area. Faint carnival music emanates from you for 1 hour, giving you disadvantage on Stealth checks.
21 You cast confusion as a 4th-level spell centered on yourself. The next creature that falls asleep within 120 feet of you dreams of a hooded stranger that tells them you plan to kill them. The next piece of food you eat becomes inexplicably delicious, and grants you 1d10 temporary hit points.
22 You roll twice on the Wild Magic Surge table as though you were a 1st-level sorcerer. Choose one friendly creature within 30 feet of you, that creature immediately loses all of its hit points. An invisible stalker appears and follows you for 1 month or until you notice it, at which point it flees before vanishing into the Elemental Plane of Air.
23 Your soul is ripped from your body and reappears as a Ghost 100 feet away from your body, which immediately falls unconscious and cannot be revived until your soul returns to it. Roll a d10. You lose all spell slots of that level. If you roll a 10 or have no spell slots, you lose 10 hit points. A necklace of gems worth 400 gold appears around your neck. If its wearer receives bludgeoning damage, they take 1d4 points of a random damage type.
24 You cast hallucinatory terrain centered on yourself, making the landscape resemble your birthplace or hometown. The nearest creature to you is bound to you by an iron chain (AC 13, HP 30) connecting its ankle to yours. If either you or the creature has no ankle, the chain connects to a tight loop of chain around the body. Glowing flowers bloom around wherever your foot touches the ground for 1d4 days, each flower sheds dim light in a 5-foot radius.
25 A wave of coins explodes from your mouth like a dragon's breath. All creatures in a 60-foot cone originating from you must make a DC 18 dex saving throw, taking 18 (4d8) silvered bludgeoning damage on a failed save or half as much on a successful one. The coins you spew can be collected and total 25000 silver. You gain vulnerability to one type of damage decided by the DM for 1 minute. Whenever you speak for the next 3d10 minutes, your words audibly translate into the clicking language of Hook Horror.
26 Choose one friendly creature within 30 feet of you, that creature immediately doubles its current hit points, any hit points above its maximum are converted into temporary hit points. A heavenly choir sounds near you, audible to a distance of 300 feet, and you have advantage on death saving throws for 1 hour. One item with sentimental value to a hostile creature you can see appears in your grasp.
27 A disco ball appears in the air 60 feet above a point within 30 feet of you. At the end of your next turn, you cast prismatic spray from the disco ball straight downwards. A herd of 5d6 cows appears 60 feet away from you and stampedes 30 feet towards you on initiative count 10 (losing ties), attacking anything the herd moves into each round with a Gore attack (+6 to hit, 3d6 + 4 piercing damage). These cows disappear when they run 30 feet past you. A chicken appears within 10 feet of you and lays a golden egg worth 1000 Gold before fleeing.
28 A portal into the Astral Plane appears 100 feet above you and begins sucking everything in for 1d6 rounds. Every creature within 150 feet of the portal must make a Strength saving throw or be pulled 50 feet towards it. A creature without a fly speed automatically fails this saving throw if it cannot grab hold of the terrain. Roll a d20. On an odd roll, you and every creature within 20 feet of you regain that many hit points. On an even roll, you and every creature within 20 feet of you lose that many hit points. One language you know is replaced with a language you do not know.
29 A Red Dragon controlled by the DM appears within 1 mile of you and begins stalking you for 1 week. The next spell you cast has a casting time of one bonus action. The next time the full moon rises, one of your nonmagical items becomes magical.
30 All creatures within 150 feet of you are teleported to your space. At the start of each creature's turn, if it is still in your space, it is shoved to the nearest unoccupied space and takes 1d12 force damage. A 10 foot wide, 120 foot deep, 30 foot long chasm opens within 100 feet of you. 5d4 random Fire Elementals and/or Fiends emerge from this chasm over the course of the next week, after which the chasm closes. Your hair becomes feathers, if you have no hair, hair grows out of your scalp.
31 You cast maze on yourself. You take 3d8 acid damage. You cannot be intoxicated until a remove curse spell or similar effect is cast on you.
32 You inexplicably shout a chant in Draconic, and the nearest hostile creature to you takes 4d6 force damage. This creature must also make a DC 30 Strength saving throw or be launched 20 feet away from you. You and every creature within 150 feet of you are teleported to the edge of the nearest volcano's caldera. Your pupils take on a spiralling pattern, and any creature that looks at them for at least 30 seconds falls unconscious for 1 minute or until it takes at least 1 point of damage. This effect is removed when a remove curse spell or similar effect is cast on you.
33 You are polymorphed into a Troll until a remove curse spell or similar effect is cast on you, or you are reduced to 0 hit points and have taken fire or acid damage since your last turn, at which point you return to your normal form with hit points equal to the amount you had before being transformed. You retain your alignment, mental ability scores, and personality as a troll. A tribe of 3d8 chwingas controlled by the DM appear within 20 feet of you. Make a DC 15 Charisma ability check. On a success, the Chwingas think you are a deity they worship. On a failure, the Chwingas think you are a demon sent to kill them. The next d20 you would roll is automatically a 10.
34 One item you own suddenly becomes a Lich's phylactery but is indistinguishable from its normal status, even by magic. The Lich will do anything it thinks is necessary to retrieve this item. Thick iron bars shoot up from the ground in a 15-foot radius circle centered on you, forming a roofless cage, which gives "half cover" to creatures being attacked through the gaps in the bars. For the next month, whenever you fail a saving throw, ability check, or attack roll, the sound of a laughing crowd emanates from you.
35 You gain the ability to cast scorching ray from your eyes as an action. You can only cast one ray per eye in this way, but you do not need to spend spell slot to cast it. You and 1d4 creatures within 10 feet of you cannot be charmed for 1 hour. A floating red "3" appears above you, and counts down by 1 at the end of each of your turns. When this reaches 0, the number vanishes as you sneeze, and you lose your reaction for that round.
36 The nearest creature is engulfed in a shimmering, rainbow aura until the end of its next turn. That creature becomes immune to all damage and deals an additional 2d6 force damage to every creature it hits with a melee attack while this aura persists. On your next attack, all damage dice you roll become d20s. Roll a d20, on an odd roll, you grow that many inches in height. On an even roll, you gain that many pounds.
37 A magic nail nails your shadow to the ground. While you are alive, you cannot move or be moved in such a way that you stop casting a shadow on the nail, and only another creature can remove the nail from the ground, freeing you. The nail becomes nonmagical once removed. A gargantuan chunk of ice rises from the earth between you and the nearest hostile creature, pushing you away from each other if you are within 20 feet of each other. If the ice receives 60 bludgeoning or fire damage in one round, either by spells or attacks (AC 8), it shatters and a random dinosaur controlled by the DM emerges from it. You regain 6d4 hit points.
38 Your highest and lowest ability scores are swapped for 1d6 rounds. You grow a pair of rabbit ears atop your head which last for 1 week. While you have these ears, your jump height and distance are tripled, you automatically fail Charisma (Intimidation) ability checks, and you have advantage on all other Charisma ability checks. You gain proficiency in a random skill you do not have proficiency in for 1d4 hours.
39 The next time a creature makes a critical hit within 100 feet of you, the creature it hits has its hit point maximum decreased by the damage it receives until it completes a long rest. A potion of haste labelled "coffee" appears in your hand. Bubbles slowly drift down from the sky. Any creature that touches a bubble will pop it and hear a musical note.
40 Gravity intensifies 10x for a second. All creatures in a 150 foot radius of you, including yourself, suddenly fall prone and take 3d4 force damage. Flying creatures instantly hit the ground and take twice the normal amount of fall damage. Your feet become large flippers for 2d6 days. While they are, your movement speed on land is halved, you have disadvantage on Dexterity (Stealth) ability checks while on land, and your swim speed is doubled. You cannot remember the name of your most hated enemy until a remove curse spell or similar effect is cast on you.
41 The weather instantly changes, disorienting any creature that fails a Wisdom Survival ability check and causing those that fail to lose their reactions for the next 2 rounds. To decide the weather's outcome, roll 2d5 and 1d6 and consult the tables in the control weather spell. You take 3d8 lightning damage. Make a Constitution saving throw. On a failure, you are paralyzed until the end of your next turn.
42 You suddenly learn the meaning of life, and retain this knowledge for a number of rounds equal to your Intelligence modifier (minimum of 0). While you have this knowledge, you can cast heal as an action on each of your turns without using a spell slot. Attempting to speak aloud or transcribe the meaning of life immediately causes you to forget it. You cast call lightning as a 5th-level spell, striking a random creature within 50 feet of you each round at initiative count 20 (losing ties). Your next attack creates clouds of sparkles, and deals 1d4 radiant damage to its target even if it misses.
43 A Kraken becomes hostile to you, and will attack you the next time you try to cross the ocean. For 1d3 rounds, your body turns into a translucent, sticky goo, your creature type becomes Ooze, your items and armor cannot be forced from you without your permission, you become amorphous (allowing you to move through gaps as small as 1 inch without squeezing and automatically escape grapples or restraints as long as you aren't wearing armor), and acid damage heals you instead of harms you. Ominous music emanates from you for 1d10 minutes. Any creature that hears this music must make a DC 15 Wisdom saving throw or have disadvantage on all saving throws against being frightened for as long as they hear the music.
44 You emit a burst of extreme light and noise. Any creature that can see you must use a reaction to look away or be blinded and deafened for 1d3 rounds. Your body becomes enveloped in a protective bubble for 1 minute, or until you dismiss it as a bonus action. While inside this bubble, all attacks made by and against you have disadvantage, and you automatically succeed any Constitution or Dexterity saving throws. A box of plush toys resembling you appears in a random store within 150 miles.
45 You instantly gain the benefits of a short rest. If this would not have any effect on you, you instead instantly gain the benefits of a long rest. You and 1d4 creatures within 10 feet of you cannot be stunned for 1 hour. You lose 1 level of exhaustion. If you do not have any levels of exhaustion, you can make two bonus actions on your next turn instead of 1.
46 A snake grows from your rear end like a tail until a remove curse spell or similar effect is cast on you. Make a Wisdom (Animal Handling) check, on a success, the snake is friendly to you, and as a bonus action, you can make an unarmed strike that you are proficient with, and which deals 1 piercing damage and 1d4 times your proficiency modifier poison damage. On a failed check, the snake bites you, dealing this damage to you, before falling off and slithering away. It begins to rain syrup in a 100 foot radius of you for 3d4 rounds. Any space this rain fills, including the air, counts as difficult terrain until it ends. A piece of onyx appears in your hand, destroys 100 times 1d3 of your gold, and vanishes.
47 You fall unconscious and become trapped inside a treant controlled by the DM. While inside the treant, you do not age and do not need food, water, or air. When the treant dies, you return to consciousness, having only a hazy idea of how long you were unconscious. The next spell you cast only produces a burst of confetti from your hands. If you use a spell slot to cast that spell, make a ranged spell attack on a creature within 60 feet of you, the slot is consumed, and the confetti deals 3d4 damage of a random type for each level of the spell slot. You explode in a burst of flame and smoke, dealing 5d6 fire damage to any creature within 5 feet of you. 1d3 rounds later, you reappear in the nearest unobserved space as though nothing happened.
48 Roll a d6 and a d4. One ability score decided by the d6 is altered. If the d4 is an odd number, permanently decrease that ability score by that many points, if it is even, permanently increase it by that many points, even if that score is already at or above 20. 4d6 medium stone statues grow from the earth within 50 feet of you, each resembling an attractive devil. 1d8 of these statues are gargoyles. If you roll more gargoyles than there are statues, each additional gargoyle dies by shattering into pieces. Your nails grow sharp, and your unarmed strikes count as slashing damage until you trim them.
49 You are split into two versions of yourself, one lawful good, and one chaotic evil. Whichever version whose alignment is closer to your own is the one you control. Each version of you is one size category smaller than you, has half of your items and half of your hit point maximum (rounded up). Only a wish spell or rolling this effect on this table again can reunite your halves into a whole person again. One of your items turns into a Weasel that is frightened of you and flees. If caught, it returns to normal. A face appears on the moon, which attempts to interact with you by making eye gestures and mouthing words. Only you and other creatures affected by this form of Hundun's Chaos can see this face.
50 The ground in a 100-foot cube centered on you becomes a checkerboard of five-foot squares. A creature that ends its turn on a black square takes 1d4 necrotic damage, and a creature that ends its turn on a white square takes 1d4 radiant damage. A creature with resistance to the damage it would take from a square it is on instead regains 1d4 hit points. You and 1d4 creatures within 10 feet of you cannot be poisoned for 1 hour. On your next turn, you hear a crowd clapping for you, and you cannot have disadvantage on an attack roll.
51 A Huge metal disc with 50 hit points and an AC of 15 appears 100 feet above a point within of you and shines a green beam on the space below its center. At the start of your turn, the disc horizontally moves up to 80 feet to put itself 100 feet above a creature. Any creature in its beam is pulled 35 feet into the air, vanishing if it touches the disc. If the disc is destroyed, any creature that touched it reappears in its space. An eater of dust in a frilly maid's uniform appears within 50 feet of you and attempts to clean the area by eating any corpses, discarded objects, or refuse with its maw blade. It will continue this behavior indefinitely until it is verbally thanked in any language, at which point it will bow and vanish. It begins to rain frogs in a 1-mile radius for 1d4 minutes. These frogs are immune to fall damage and magically vanish after 1d3 hours.
52 You gain 1 level of exhaustion. A gargantuan boat filled with ancient relics and treasure worth a total of 10000 Gold appears 300 feet above you. Any creature in the ship's space when it hits the ground at the end of your next turn is crushed by the ship, taking 100 bludgeoning damage that ignores resistance and immunity. Your face transforms to resemble that of the last creature you have slain. This lasts until a remove curse spell or similar effect is cast on you.
53 You and every creature within 150 feet of you are teleported to the bottom of the nearest body of water that can contain all the creatures that were teleported. Every melee weapon within 20 feet of you transforms into a pillow for 1 minute. Attack rolls made with a weapon turned into a pillow are rolled as normal, but they deal no damage and a struck target must make a Wisdom saving throw with a DC equal to the damage the weapon would have done or fall asleep as though affected by the sleep spell. A trampoline-like flower appears below you and blooms until it takes at least 5 points of damage. Any creature that steps on this flower while it blooms can jump 30 feet high by spending 5 feet of movement, and takes no fall damage when they land after jumping in this manner.
54 Roll a d4. For 1d3 rounds, your creature type becomes elemental, and fire (1), water (2), wind (3), or sand (4) flows from your body, adding 2d8 points of fire (1), acid (2), slashing (3), or bludgeoning (4) damage to all of your melee weapon attacks. Half of the flesh on your body becomes invisible, revealing half of your skeleton, for 1d4 days. While this occurs, you automatically succeed Charisma (Intimidation) ability checks, but have disadvantage on all other Charisma ability checks during that time. A tiny celestial and a tiny fiend appear on your shoulders until you do a good deed or evil deed. If you do a good deed, the celestial will give you 3d4 temporary hit points. If you do an evil deed, the fiend will make your next attack deal an extra 3d4 fire damage. After doing a deed, both will disappear.
55 A beholder appears 20 feet directly above you, fires a random eye ray at each creature it can see, then flies away to build a lair in the immediate vicinity. You take 3d8 necrotic damage. Your hair turns into scraps of paper with insults towards nearby people written on them until a remove curse spell or similar effect is cast on you.
56 A shadow appears and follows you for 1 week, asking you to pick a card once every few minutes. Agreeing forces you to draw 1 card from a Deck of Many More Things. For 1d3 minutes, your fingers on one hand transform into thorny vines, which allow you to use thorn whip as a weapon attack during an Attack Action. You cast air bubble on yourself, with a duration of 1 week. While this bubble is present, it is opaque to those outside it, preventing others from seeing your face.
57 For 1d3 rounds, a marking similar to a third eye appears on your forehead, and you gain the benefits of the foresight spell. You become locked in space relative to one creature at least 10 feet away from you. When you move, it moves in the same way and vice-versa. If a creature would be made to move into terrain by this, both creatures are stopped as though running into or landing on that terrain. This effect lasts until a remove curse spell or similar effect is cast on either of you. The next time you touch a statue, it comes alive as a stone golem (if the statue was stone) or iron golem (if the statue was metal) and guards the general area you touched it in for as long as it is alive.
58 Your legs fuse into an aboleth-like tail and your eyes turn into three vertically-stacked ones until a remove curse spell or similar effect is cast on you. While transformed in this way, you can breathe air and water, your creature type is aberration, any psychic damage you deal is doubled, your movement speed is 10 feet on land, you gain a swim speed of 40 feet, and aboleths will perceive you as an aboleth. All your damage dice on your next turn count as 1s. A charm resembling a yin-yang appears on your person. While this charm is worn, you can use a bonus action with it to give yourself advantage the next time you roll a d20. Doing so gives you disadvantage on the next d20 roll after that which can't be negated by any means.
59 A mind flayer appears within 40 feet of you and becomes hostile to any creature with an Intelligence score higher than 19, seeing them as insulting its own intelligence by being smarter. Your eyes fly out of your head and hover to move directly above you, and can then be controlled by you as though each one was an arcane eye. This effect lasts until a remove curse spell or similar effect is cast on you. The next thing you drink transforms into Truth Serum as it goes down your throat.
60 The next attack roll made by a creature within 30 feet of you is an automatic critical hit. You take 3d8 cold damage. The first weapon you touch in the next 24 hours fuses to your hand until a remove curse spell or similar effect is cast on you.
61 Magic cards drift through the air in a 35 foot cube centered on you for 1 minute, lightly obscuring it. At the end of a creature's turn, it must draw 1 card from a Deck of Many More Things for every 5 feet of movement it spent moving in this area on that turn. You turn into a diamond statue. In this state, you are considered petrified and have immunity to all damage. This effect persists until a remove curse spell or similar effect is cast on you. You cast illusory dragon 120 feet above yourself, and it is under your control, but if it attempts to exhale energy, the cone is 15 feet long and made of confetti, dealing only 1d4 radiant damage.
62 Any lingering effects from this table such as physical transformation or curses instantly end on you. Your left eye permanently takes on an esoteric, multicolored design. You have 15 feet of truesight in that eye. A polar bear appears sleeping between you and the nearest hostile creature. If woken by noise or damage, the bear will attack.
63 The next d20 you roll is an automatic 1. Your weapon becomes coated in black ichor, which deals 2d10 poison damage to the next creature it hits. If your weapon fails to hit a target within 1d4 minutes, the ichor corrodes the weapon and destroys it if it is nonmagical, or removes its enchantment if it is magical. Your physical sex is inverted until a remove curse spell or similar effect is cast on you. If you are transformed into a female this way, your Strength score is reduced by 1 and your Dexterity score is increased by 1, ignoring ability score maximums. If you are transformed into a male this way, your Dexterity score is reduced by 1 and your Strength score is increased by 1, ignoring ability score maximums.
64 The next time you would roll on this table, you instead draw 1d4 cards from a Deck of Many More Things. The next time you roll on this table, you roll twice and both effects apply to you. Ghostly whispers emanate from you, audible to 150 feet, and illusory versions of creatures that passed through the area at any point in the past appear at random.
65 Your skin takes on a patchwork fabric-like texture, complete with stitches and large sections of discoloration. While transformed in this way, any damage you receive is also dealt to the nearest ally to you. You take 3d8 poison damage. The ground in a 40 foot radius becomes difficult terrain made of smooth, solid ice. Any creature unused to icy terrains that tries to move on it must make a DC 15 Dexterity saving throw or fall prone.
66 You become anathema to order. Any lawful creature will become hostile to you and any chaotic creature will become friendly to you until a remove curse spell or similar effect is cast on you. For 2d3 rounds, you gain a fly speed equal to your swim speed. The next projectile to be fired within 120 feet of you, whether from a bow, crossbow, or firearm, transforms into a tiny bulette mid flight. The bulette automatically hits, then deals 4d4 + 2 piercing damage to its target. After striking, the bulette disappears.
67 The nearest hostile creature to you that is missing 2 or more hit points regains half of its missing hit points. You are cursed with a form of lycanthropy decided by the DM until a remove curse spell or similar effect is cast on you. Your hair and eye colors are permanently swapped.
68 Chains appear around your body. You are restrained until you use your action to make a Strength or Dexterity saving throw, escaping from the chains on a success. You lose proficiency in one skill you have proficiency in until the next full moon. You become left-handed if you are right-handed, and vice versa.
69 A heart-shaped mark appears around your eye until a remove curse spell or similar effect is cast on you. While this mark persists, you can use a bonus action to wink at one creature that can see you, forcing it to make a Charisma saving throw with a DC equal to your Charisma score. On a failed save, the creature is charmed by you for 1 hour. Make a Wisdom (Perception) check. On a success, nothing happens. On a failure, an invisible goblin stabs you in the back, dealing 4d4 piercing damage, and runs away. Roll a d20, on an odd roll, you shrink that many inches in height. On an even roll, you lose that many pounds.
70 You gain proficiency in chef's tools until you cook a meal. This meal will make whoever eats it stop aging for 10x10d4 years. You vanish for 12 seconds, and reappear in the same space or the closest unoccupied one having perceived no time to have passed. It begins to gently snow for 2d3 days. In this time, creatures with cold resistance cannot be hostile to any creature, simply playing with each other and making merry.
71 A thick metal tail resembling a snail shell appears on your back, or replaces your normal tail if you have one, until a remove curse spell or similar effect is cast on you. You can hide in your shell as an action and emerge from it as a bonus action. While inside your shell, your AC equals your Constitution score plus your Constitution modifier, but you cannot move or take actions until you emerge using your bonus action. Your eyes merge into a large single eye in the middle of your face until a remove curse spell or similar effect is cast on you. While transformed in this way, you have disadvantage on ranged spell and ranged weapon attacks, as well as disadvantage on Wisdom (Perception) checks. A shield you are carrying becomes sentient, singing constantly and only stopping to shout an insult when something hits it.
72 Your next melee weapon attack is imbued with the power of Hundun. The attack is a guaranteed critical hit and releases a shockwave in a 300 foot cone originating from you and pointing in the direction of your target. Any creature in the shockwave's area must make a Charisma saving throw. On a successful save, the target takes 3d10 force damage, and on a failed save, the target must roll on the Hundun's Chaos table. A gold coin flings itself into the air from your pocket and stays suspended 10 feet in the air until the start of your next turn, any ranged attack roll that hits the coin (AC 10) is reflected and immediately scores a critical hit on the nearest creature hostile to the one making the attack. A flask of holy water labeled "Acid" appears in your grasp.
73 Your body transforms into a spiked iron ball for 1d3 rounds. As a ball, you can only take the dash action, and any creature you dash at least 10 feet in a straight line towards must make a Dexterity saving throw or take 2d10 plus your Strength modifier bludgeoning damage and be knocked prone, taking half as much damage and not being knocked prone on a successful save. You begin to cry uncontrollably for 1d4 rounds. During this time, you count as blinded. A bush within 40 feet of you becomes an Awakened Shrub, which can cast healing word three times per day, using Wisdom as its spellcasting ability.
74 You are polymorphed into the last creature you have slain, retaining your memories, personality, and alignment, until a remove curse spell or similar effect is cast on you. Every creature within 40 feet of you has a vision of its death and must make a Wisdom saving throw or be frightened of the nearest creature for 1 minute. Roll a d20. On an odd roll, you age that many years, on an even roll, you regress that many years in age (minimum 1 year old).
75 You are teleported into a cave or room directly below you, down to a maximum of 100 feet. If there is no such area, a cave is created 30 feet below you with an exit at a random point on the surface within 50 feet of where you were. You take 3d8 fire damage. You immediately move up to 10 feet in a direction of your choice.
76 It begins to rain daggers in a 150 foot radius for 2d3 rounds. Any space that is not below a rigid roof or similar structure is treated as though you cast cloud of daggers on it. The next time you are forced to roll on this table, you ignore it, and nothing happens. A tabaxi with black fur appears and casts bane (DC 20) on you as well as the two creatures closest to you. The tabaxi then vanishes.
77 A giant "7" made of gold, worth 7'777'777 Gold, falls from the sky onto the nearest hostile creature to you. That creature must make a DC 17 Dexterity saving throw or take 7d12 bludgeoning damage, which ignores resistance and immunity, and be restrained by the weight of the golden 7 (escape DC 17). A gold dragon becomes friendly to you, and will protect you the next time a chromatic dragon attacks you. Flowers bloom from your ears until you sneeze, until which time you are deafened.
78 You lose resistance to one kind of damage you are resistant to. If you have no resistances, you gain vulnerability to one kind of damage. This effect lasts until a remove curse spell or similar effect is cast on you. Roll a d3. You take 3d8 damage that is either bludgeoning (1), piercing (2), or slashing (3). The next creature you kill explodes in a burst of confetti, with each item it is carrying or holding and each piece of equipment it is wearing flying 60 feet away in random directions.
79 You cast earthquake centered on yourself. Whenever you try to speak or cast a spell with verbal components until a remove curse spell or similar effect is cast on you, your voice becomes extremely loud, and every creature within 10 feet of you, including yourself, must make a Constitution saving throw or take 2d6 thunder damage and be deafened for 30 seconds, not being deafened and taking half as much damage on a successful one. Tiny sparks resembling stars fall from the sky in a 100 foot radius of you for 1 minute, a creature that moves at least 5 feet within these sparks must make a DC 10 Dexterity saving throw or be blinded until the start of their next turn.
80 The nearest creature to you is polymorphed into a copy of yourself, but retains their memories, personality, and alignment, for 1 minute or until they take a total amount of damage equal to half your hit point maximum. You take 3d8 cold damage. All plants and plant creatures within 50 feet of you become animated if they are not already and begin singing for 1 minute, after which time they return to normal.
81 Mercury leaks from your orifices for 10 minus your Constitution modifier rounds. You are poisoned during this time. This mercury can be collected for use as an injury poison with the effects of Pale Tincture. The next time you move on your turn, you teleport back to the position you started your turn at the end of your turn. A bubble of fresh air forms around you and floats 15 feet further into the sky every round, carrying you with it. The bubble pops if any piercing or slashing damage is dealt to it, and bounces 20 feet away from a creature that hits it with a bludgeoning attack.
82 A medium-sized well appears within 40 feet of you. If you toss a coin in it and think of a wish, you may make a DC 25 Wisdom ability check. On a success, you cast the wish spell to make the wish you thought of come true, on a failure, the well explodes, dealing 2d12 thunder damage to every creature within 10 feet of it. A huge greatsword falls from the sky onto a random point within 100 feet of you, dealing 10d6 radiant and 10d6 slashing damage to everything in a 15 foot cube centered on where it fell. Investigating it afterwards reveal the following words written in celestial along its blade. "If found, please return to Essence 'Evan' the Empyrean". All damage you deal during your next turn becomes one other kind of damage chosen by the DM.
83 The nearest hostile creature vanishes as though by the spell sequester, with the ending condition being when you die. Time speeds up in a 300 foot radius of you for 1d6 rounds. All creatures in this radius fall twice as fast and become faster as though the haste spell was cast on them. Your ears become big and goblin-like until a remove curse spell or similar effect is cast on you. If you are already a Goblin, your ears become small and humanoid.
84 A demon of the DM's choice, controlled by the DM, appears within 50 feet of you and disappears after 1d4 minutes. Any damage dealt to or by you for 1d4 rounds is immediately recovered by the creature causing the damage, whether yourself, an ally, or a foe. A spider appears and leaps onto your face, startling you and making you lose your reaction. Looking at the spider afterwards reveals it is a plush toy.
85 Any set of remains within 120 feet of you, including fossils or remains older than 200 years, is revived as though by the true resurrection spell for 1d3 minutes, after which point they return to being remains. You take 3d8 psychic damage. All damage you receive in the next minute will only be dealt to you when the minute is over.
86 Every creature within 50 feet of you, including yourself, drops to 0 hit points. A creature reduced to 0 hit points in this way only needs one successful death saving throw to be stable. You shrink to Tiny size, along with all your weapons and gear. In this state, your reach is 0 feet, you can enter and remain in spaces occupied by hostile creatures, and can attack twice for each attack you could make normally, but all of your attacks deal half damage. This effect lasts until a remove curse spell or similar effect is cast on you. A winged pig appears in a space 30 feet above you and flies in a circle for 1 minute before flying away into the wilds.
87 You and the nearest friendly creature are merged and turned into an Ettin for 1 minute or until you take enough damage to end this spell as normal. You each control one head and each retain your personality, alignment, and mental ability scores, but must agree how to use your shared body's move, action, and bonus action each turn. Chromatic dragons that see you do so as an object of extreme desirability, and will do anything in their power to keep you near them and them alone. This effect lasts until a remove curse spell or similar effect is cast on you. A coupon for one free item at any store in the world appears at your feet, which expires in 2d4 days
88 You gain a second pair of arms and legs, making you resemble a spider, until a remove curse or similar effect is applied to you. Your second arms can use items or wield weapons and grant you one extra melee weapon attack each time you make an attack action, while your second legs give you advantage on Strength saving throws against being knocked prone or similarly being moved. Any armor you are wearing is broken by the emergence of your new limbs. Everything within a 40-foot radius of you turns bright pink for 1 minute. Creatures affected by this standing in front of terrain affected by this count as invisible. However, attack rolls have advantage on unaffected creatures standing in front of affected terrain, or affected creatures standing in front of unaffected terrain. Your ears turn into fins with gills behind them. While transformed in this manner, you can breath underwater, but can only breathe air for 1 hour before you need to drink water or breathe underwater. This transformation ends when a remove curse spell or similar effect is cast on you.
89 You and the next four creatures in initiative order must each make a Wisdom saving throw or waste their turns performing a short synchronized dance, moving to within five feet of you, and posing together. If all five creatures make the pose, illusions of matching, color coded outfits will cover each of them for 24 hours. You take 3d8 thunder damage. One creature within 20 feet of you is instantaneously cleaned as though via prestidigitation and regains 2d4 hit points.
90 You cast galder's tower as a 3rd-level spell centered on yourself, with each level being an unfurnished, empty room. You cast counterspell as a 3rd-level spell on the next creature within 60 feet of you to cast a spell. The landscape in a 60 foot radius around you blooms with life. Grass and the occasional sapling covers any bare dirt, shrubs and trees bloom with colorful flowers, and vines that grow berries similar to those produced by the spell goodberry grow up along the walls of artificial structures.
91 You cast fog cloud as a 1st-level spell centered on yourself. Your left eye turns into a hollow socket, from which swarms of bees will emerge to defend you as if you were their hive. This effect lasts until a remove curse spell or similar effect is cast on you. The next roll you make with disadvantage can be made normally. If you choose to roll normally, a mark resembling a balanced scale will appear on your hand, and last until you make a roll with advantage, which turns that roll into a normal roll.
92 A harsh blizzard causes the area within 150 feet of you to become lightly obscured for 2d3 days, and creatures with cold resistance gain advantage on any attack they make that deals cold damage while in the blizzard. Light and darkness are inverted within a 300 foot radius of you for 1d3 days. Bright light acts like darkness, and vice versa, but spells and magic items that produce light or darkness produce light or darkness as normal. You immediately make one melee weapon attack on the nearest creature to you. If no creature is in reach of your attacks, you attack the air, then slip and fall prone.
93 All creatures within 100 feet of you are forced to sing and dance for 1 minute. When a creature attempts to perform an action, they must make a DC 18 Charisma (Performance) check to use that action as part of their song and dance, or else lose their action for that turn. The check to see if a bonus action or reaction can be used is DC 13. At the start of each of your turns for one minute, you magically swap places with the nearest hostile creature. You automatically know the direction and distance to the nearest meal being cooked for 1 day.
94 A gold mask resembling the sun with a snarling face appears within 25 feet of you. A creature that uses a bonus action to put the mask on takes 2d6 radiant damage at the start of each of their turns until the mask is removed, but can cast sunbeam as an action without any components. The spell automatically ends if the mask is removed as a bonus action. Geysers, taking the form of 30-foot-tall, 10-foot wide cylinders of steam and water, erupt from 4d4 points on the ground within 150 feet of you and continue erupting for 3 minutes. A creature that starts its turn or enters a geyser's area for the first time on its turn takes 2d4 fire damage and 2d4 acid damage. You lose the ability to swim until a remove curse spell or similar effect is cast on you. While cursed in this way, you also become paralyzed whenever more than half of your body is submerged in water.
95 You emit a 30-foot radius field of antimagic, as in the antimagic field spell, for 2d3 rounds. Effects and spells derived from this table can still operate in the field. Roll a d4. For 1d3 rounds, gravity seems to rotate 90 degrees for all creatures within 150 feet of you, towards north (1), south (2), east (3), or west (4), causing the ground to become a wall, and terrain and structures to become the floor. For 1d4 hours, all predatory creatures within 150 feet of you become frightened of creatures they would normally prey on, and prey creatures are driven to attack their predators.
96 All your ability scores become 30 for 1 minute. After the minute is up, your ability scores all become 8 until you finish a long rest. Your name is stolen from you by an archfey. No creature can remember your name or information about you while your name is stolen in this way, even if you attempt to remind them. Only a wish spell or the archfey can give you your name back. You cast skywrite on the sky directly above you, directly insulting the strongest creature that could see the message in its native language.
97 Three random creatures within 50 feet of you suddenly burst into golden flames. While on fire, a creature takes 3d4 fire or radiant damage (your choice) at the start of each of its turns until it takes an action to stop, drop, and roll. After doing so, they are prone. A 15-foot wide, 15-foot deep hole opens directly beneath you, leading to an underground lake full of glowing, multicolored fish. A creature that can see these fish must succeed a DC 12 Wisdom saving throw or be stunned until they take an action to repeat the saving throw. The next time you deal damage, the creature you hit gains a shield-like mask and becomes immune to all damage until after any creature makes an attack roll on the masked creature.
98 You are immediately affected by a random disease from the contagion spell, decided by a d6. 4d6 treasure chests appear within 50 feet of you, each containing coins and/or items worth up to 500 gold. 1d8 of these chests are mimics. If you roll more mimics than there are treasure chests, each additional mimic replaces a 5 foot square part of the ground. You cast demiplane on a random point within 60 feet of yourself. The door leads into a well-furnished, bedroom-like demiplane with shelves of books and trinkets, heaps of coins totaling 25000 gold, and the skeletal remains of a dwarf laying in a king-sized bed.
99 A wild magic storm begins, covering the land in a 150 foot radius of you, and lasts for 2d4 rounds. While inside the storm, at the beginning of a creature's turn, and again whenever that creature uses a spell slot, the triggering creature must roll on the Wild Magic Surge table as though it were a 1st-level sorcerer. If you are reduced to 0 hit points in the next month, a mass of vines and flowers with 50 hit points (AC 14) and vulnerability to fire and slashing damage engulfs you to protect you from harm, and you immediately become stable but remain unconscious until you are freed from the mass. If you remain in this mass for 8 hours, you are transformed into a Dryad, retaining your mental ability scores, personality, any class levels, and equipment, and return to consciousness. Only a wish spell can return you to your normal form after this. A Gazer appears within 15 feet of you. Make a DC 15 Charisma ability check. On a success, the gazer thinks of you as its master and itself as your familiar. On a failure, the gazer thinks of you as an assassin sent to kill it.
100 You cast mass cure wounds as a 9th-level spell centered on yourself. 7d4 barrels of acid appear at random points 60 feet above the area within 60 feet of you. A creature within 5 feet of where these barrels hit the ground must make a DC 16 Dexterity saving throw or take 4d6 acid damage, taking half as much damage on a successful save. If you are not Hundun, you become another Hundun, but retain your mental ability scores and personality, for 1d3 rounds. If you are Hundun, you become human for 1d3 rounds.
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