Angelic Weapons. St. Calebex weapon attacks are magical. When he hits with any weapon, the weapon deals an extra 4d8 radiant damage (included in the attack).
Innate Spellcasting. St. Calebex's spellcasting ability is Charisma (spell save DC 17). He can innately cast the following spells, requiring only verbal components:
At will: detect evil and good
1/day each: commune, raise dead
Magic Resistance. St. Calebex has advantage on saving throws against spells and other magical effects.
Multiattack. St. Calebex makes two melee attacks.
Shepherd's Crook. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage plus 18 (4d8) radiant damage. Target must make a DC 14 WIS save or fall under the hold person spell.
Farmer's Flail. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage plus 18 (4d8) radiant damage. The target must make a DC 14 CON save or take 1 level of exhaustion.
Healing Touch (3/Day). St. Calebex touches another creature. The target magically regains 20 (4d8 + 2) hit points and is freed from any curse, disease, poison, blindness, or deafness.
Change Shape. St. Calebex magically polymorphs into a humanoid or beast that has a challenge rating equal to or less than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (St. Calebex's choice).
In a new form, St. Calebex retains its game statistics and ability to speak, but its AC, movement modes, Strength, Dexterity, and special senses are replaced by those of the new form, and it gains any statistics and capabilities (except class features, legendary actions, and lair actions) that the new form has but that it lacks.
St. Calebex 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. St. Calebex regains spent legendary actions at the start of his turn.
Teleport. St. Calebex magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.
Summon Hell Hounds (Costs 2 Actions). St. Calebex summons 2 hell hounds in unoccupied spaces within 15 ft. of him. They have 1 hitpoint each and act on his inititiative.
Tears of Fire (Costs 3 Actions). St. Calebex targets one creature it can see within 30 feet of it. If the target can see it, the target must succeed on a DC 15 Constitution saving throw or be blinded until magic such as the lesser restoration spell removes the blindness.
Description
St. Calebex wears robes and armor of spotless white emblazoned with the sigil of a black dog. He weeps tears of fire, glowing like hot metal, and he bears a shepherd's crook and a farmer's flail, both also glowing as hot metal.
St. Calebex wears feathered wings folded against his back which unfurl and propel him through many realms at his will.
He is a protector, upholding his oath to cleanse the earth. His followers are the Knights of St. Calebex. Their motto is "Between the Sheep and the Wolves, We Stand."
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