Legendary Resistance 1/Day. When Calus fails a saving throw, he can choose to succeed instead.
Armor of the Dominator: Calus wears the Armor of the Dominator, a cursed set of plate mail that allows him to create iron collars as a bonus action. His armor can create up to a dozen collars, but only six can be active at a time. When a collar is within 10 feet of him, a chain materializes. This chain has an AC of 16, and a 15 hitpoints. If the chain is broken, the collar disappears. If the collar is farther than 50 feet away from Calus, it polymorphs itself into a strip of skin and cannot be differentiated from the wearer's.
Smite The Guilty. When Calus Odengard deals a critical hit with his longsword, he may choose to deal an additional 3d6 points of Radiant Damage.
Diabolist. When Calus casts a spell, he can choose to have it inflict Necrotic Damage instead of its original type.
Suffer the Children. When Calus takes damage, as a free action, he may choose to inflict that damage instead to any creature bearing his collar. He can decide whether or not to deal the full damage to one creature or to deal part of it to other creatures.
Imperatoris Aegis. The Kite shield that Calus wields resembles a bronze mirror, and contains reflections of the past in it. Calus may choose to use his shield's special abilities as a bonus action, or as one additional reaction per turn. This shield has five memories stored within it. A wizard casting Fireball, and Counterspell. A Cleric Casting Healing Word, and Inflict Wounds, and a Paladin casting Healing Hands.These memories can each only be cast once before they disapate from the Shield. All spells cast from the shield share a DC and a bonus with Calus, as if he was the one casting them.
Spellcasting. Calus is an #-level spellcaster. Its spellcasting ability is [ability score] (spell save DC #, +# to hit with spell attacks). The [monster name] has following [class name] spells prepared:
Cantrips (at will): [spell name], [spell name]
1st level (5 slots): [Thunderous Smite], [Command] [Comepelled Duel], [Wrathful Smite],
2nd level (4 slots): [Branding Smite], [Darkness], [Detect Thoughts], [Mirror Image]
3rd Level (3 Slots): [Counterspell]. [Dispel Magic] [Remove Curse]
4th Level (2 Slots) [Banishment]. [Death Ward]
Multiattack. Calus can make 2 Vortigern Attacks, 1 Longsword attack and 1 shield bash, or 2 shield bash attacks.
Vortigern. Melee Weapon Attack: +9 to hit, reach 5 ft., 1 target. Hit: 9 (1d8 + 5) [Slashing] damage, and 4(1d8) [Raidant Damage].
The Collar of the Dread Emperor. +6 to hit, reach 5 ft., 1 target. Calus can try to put a collar on a small creature. If the attack hits, the affected creature must succeed against a DC 20 Wisdom save, or be under the collar's control. Collared creatures are permanently charmed by Calus, and can take damage directed at him. These collars will only be removed by a [Remove Curse] Spell on either Calus or the affected creature, or if Calus dies.
Shield Bash. +10 to hit, reach 5 ft., 1 target. Hit: 9 (1d6 + 4) [Bludgeoning] damage. On hit, target creature needs to make a DC 15 Constitution save or be Stunned until the end of Calus' next turn.
Retract Chains. All creatures wearing a collar must make a DC 17 strength save or be yanked towards 5 feet towards Calus. This can be used as a reaction to give an attack disadvantage.
Enter the description for how bonus actions work for your monster here.
Bulwark. Calus may choose to use his reaction to take no damage from spells. However, doing so damages the shield, and if he does so three times per day, the shield will shatter.
Parry. Against a melee attack, Calus can choose to raise his AC by 3. If the attack misses, Calus can make a melee attack with Vortigern against the creature.
Toss. Against a melee attack, Calus can choose to raise his AC by 3. If the attack misses, Calus can choose to move the creature onto any space within 5 feet, and knock them prone. If there was previously a creature in that spot, they need to make a DC 14 dex save. If they succeed, they move back one space. If not, both creatures take 1d6 bludgeoning damage and are knocked prone.
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
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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