Medium Humanoid (Elf), Chaotic Evil
Armor Class 12
Hit Points 37 (1d8 + 10)
Speed
STR
16 (+3)
DEX
14 (+2)
CON
14 (+2)
INT
18 (+4)
WIS
9 (-1)
CHA
11 (+0)
Skills Arcana +6
Senses Darkvision, Passive Perception 9
Languages Common, Elvish
Challenge 2 (450 XP)
Proficiency Bonus +2
Traits

Fey Ancestry. Calador has advantage on saving throws against being Charmed, and magic can't put him to sleep.

Ghoulish Vitality. When Calador is reduced to 0 hp he is not killed. At the start of his next turn he regains 14 (4d6) hp. He loses this ability if the Bone of DOresain is destroyed.

Spellcasting. Calador is a 3rd-level spellcaster. His spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). He has following wizard spells prepared:
Cantrips (at will): Firebolt, Light
1st level (3 slots): Mage Armor, Magic Missile, Shield                                                              2nd level (1slots): Misty Step, Suggestion

Actions

Bone Club: Melee Weapon Attack: +6 to hit, reach 5 ft., 1 target. Hit: 7 (1d6 + 4) bludgeoning damage. 

Claw: Melee Weapon Attack: +5 to hit, reach 5 ft., 1 target. Hit: 5 (1d4 + 3) slashing damage.

Mind Rend (Recharge 5-6): A wave of madness flows out from the Bone. All creatures within 15 ft. must make a DC 14 Charisma save or take 7 (2d6) psychic damage

Create Ghoul (once per day): Caldor creates a ghoul from the body of a dead humanoid within 60 ft. The Ghoul is under Calador's command and will obey simple instructions. But the control is very weak and it will always tend to act on its violent nature.

Legendary Actions

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

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

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.

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.

TheSylfawn

Comments

Posts Quoted:
Reply
Clear All Quotes