Medium Undead, Lawful Neutral
Armor Class 20 Plate
Hit Points 120 (24d8 - 1)
Speed 30 ft.
STR
9 (-1)
DEX
20 (+5)
CON
9 (-1)
INT
13 (+1)
WIS
14 (+2)
CHA
20 (+5)
Saving Throws WIS +7, CHA +10
Damage Resistances All
Senses Passive Perception 20
Languages --
Challenge 15 (13,000 XP)
Proficiency Bonus +5
Traits

Sneak attack. Once per turn Calideca adds an additional 2d6 to damage when attacking with advantage.

Spellcasting. Calideca is a 8th-level spellcaster. Her spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). Calideca has following Devotion Paladin spells prepared and six first level spell slots to cast them:
Sancturary, Protection from Evil and Good, Compelled Duel

Divine Smite: Calideca may spend a spell slot to deal an additional 2d8 radiant damage on an attack, with an extra 1d8 added versus fiends and undead.

Incorporeal: Calideca has resistance to all damage in the Material plane, but will take full damage from attacks made within the Ethereal plane.  She exists in both planes simultaneously and cannot choose to completely inhabit one or the other.  She can move through physical objects and creatures at will.  If she ends her turn within the space occupied by a creature the creature must make a DC 16 dex save or take 1d6 force and 1d6 cold damage.  Calideca is moved to an adjacent square afterward.

Ethereal Blindsight: Calideca has 60ft blindvision in both the Material and Ethereal planes.  Unless otherwise specified she is blind beyond this radius.

Eternal Devotion: If reduced to 0 HP Calideca drops one piece of equipment then vanishes.  Unless the final damage was dealt from the Ethereal Plane she will return to existence within 24 hours.  Despite her blindness, Calideca will know the location of any of her lost gear and will move to retrieve it.

Actions

Multiattack. Calideca attacks twice with any combination of staff, rapier and peacekeeper.  Only one attack may be with the Imperial Peacekeeper.

Dancing Rapier. Melee Weapon Attack: +9 to hit, reach 5/30 ft., 1 target. Hit: 10 (1d8 + 5) piercing damage. As a bonus or legendary action the weapon can be commanded to fly up to 30 ft away to attack rather than remain in her hand.  The weapon will follow her to remain 30 ft from her if she moves.  A bonus or legendary action can call the sword to her hand from anywhere.

Voyager's Staff. Melee Weapon Attack: +9 to hit, reach 5ft, 1 target. Hit: 1d6+6 bludgeoning damage.

Imperial Peacekeeper. Ranged Weapon Attack: +9 to hit, range 40/120 ft., 1 target. Hit:  (1d10 + 5) piercing damage.  A command phrase "Pax Heala" can make a creature that is the target of this attack the sworn enemy of the wielder, a condition that lasts until the pistol is holstered, the target dies, or seven days have passed.  The sworn enemy takes an additional 3d6 damage, and the wielder always knows their location and ignores even total cover when attacking.  The sworn enemy is always attacked with advantage. The weapon requires no ammunition but can only be fired once per turn.

Stained Glass Cloak: Recharge 6.  The cloak can be unfurled to cast Prismatic Spray

Reactions

Reaction Name. Enter the description for your action.

Legendary Actions

Calideca has three legendary actions per turn

Swift Spirit: Calideca takes the Dash action and moves her full speed and cannot be targeted by opportunity attacks

Silent Knight: Calideca takes the Hide action if possible

Spectral blade: Use Dancing Blade as a melee or ranged attack

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

Enter a general description for your monster here.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

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