Apocalypse averted? But at what cost. Teens awaken with powers, facing a new world of mutant beasts.
Played | 69 times |
Cloned | 8 times |
Created | 100 days ago |
Last Updated | 4 days ago |
Visibility | Public |

Description
Quantum Chameleons are evolved reptiles that possess abilities that defy conventional physics, making them an unprecedented threat in any environment. With capabilities to warp reality, manipulate time, alter probability, and even share sensory information with their kin across vast distances, they represent a danger that is profound and unpredictable. Their very existence bends the fabric of nature around them, posing not just a physical threat, but a challenge to the rules of reality itself, instilling fear and uncertainty wherever they roam.
Size | Small |
Type | Monstrosity |
CR | 7 |
XP | 3900 |
Languages | Telepathy with any creature within 300 feet |
Armor Class | 16 |
HP Range | 75 - 100 (Avg: 88) |
Damage Vulnerabilities | None |
Damage Resistances | None |
Damage Immunities | None |
Condition Immunities | None |
Energy Projection
The Quantum Chameleon can absorb energy from an elemental source and project it as a ranged attack, dealing 4d8 energy damage of a chosen type (fire, cold, lightning) to a target within 60 feet.
Probability Shift
As a reaction, the Quantum Chameleon can impose disadvantage on attacks made against it, or force any creature within 30 feet to reroll a successful attack or skill check once per round.
Quantum Camouflage
The Quantum Chameleon can appear to be in multiple locations at once, making all attacks against it have disadvantage until it attacks or is observed in a single location.
Reality Warp
The Quantum Chameleon can phase through solid objects, alter gravity in a 20-foot radius, or create a small wormhole for instantaneous travel to an unoccupied space within 60 feet.
Temporal Distortion
The Quantum Chameleon can create a localized time bubble affecting all creatures within a 10-foot radius, either accelerating or decelerating their actions. Creatures must succeed on a Wisdom saving throw (DC 16) or be affected for 1 minute.