Medium Undead, Lawful Evil
Armor Class 18 (Void)
Hit Points 300 (15d20 + 150)
Speed 30 ft., Fly 30 ft. (hover)
STR
20 (+5)
DEX
14 (+2)
CON
18 (+4)
INT
16 (+3)
WIS
16 (+3)
CHA
20 (+5)
Saving Throws STR +12, DEX +9
Skills Animal Handling +10, Deception +12, History +10, Nature +10, Perception +10, Performance +12, Persuasion +12, Religion +10, Survival +10
Damage Resistances Psychic; Bludgeoning, Piercing, and Slashing from Magic Weapons
Damage Immunities Necrotic, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Truesight, Passive Perception 20
Languages Telepathy 300 ft. Telepathic
Challenge 21 (33,000 XP)
Proficiency Bonus +7
Traits

Legendary Resistance (3/Day). If Kalathise fails a saving throw, he can choose to succeed instead.

Rejuvenation. Assuming that Iruvatise or at least one other Black Cloak Captain is currently alive, Kalathise regains physical form in 1d10 days, regaining 1 hit point and becoming active again. The new body appears within 5 ft. of the appropriate wraith. 

Ashi's Hunger. Kalathise heals for 1 hit point whenever standing in a place with living things or terrain, withering plants and killing tiny creatures nearby himself. All living creatures entering or starting their turn within 30 ft. of Kalathise take 6 (2d6) necrotic damage and Kalathise heals for half of these hit points. The number of hit points may exceed Kalathise's maximum number of hit points. Whenever fire or lightning damage is inflicted on Kalathise, he instead heals for this number of hit points. Whenever a creature attempts to drain hit points from Kalathise, they inflict the damage and also take the same amount of damage in force damage.

Black Cloak Captain. Kalathise is accompanied by 2 wraiths. Creatures that are alive and killed by Kalathise must make a DC 20 saving throw (creature's choice of ability score to use) or have their soul manifest as a wraith under the control of Kalathise at the end of Kalathise's next turn. If Kalathise is defeated, all wraiths linked to him vanish. Kalathise also cannot be moved against his will. If a creature within line of sight of Kalathise acts on his Black Cloak weakness, he is paralyzed until the end of his turn. 

Divine Awareness. Kalathise knows if he hears a lie. 

Sense Magic. Kalathise senses magic within 120 ft. of himself at will. This trait otherwise works like the detect magic spell but isn't itself magical. 

Detect Life. Kalathise can magically sense the presence of living creatures up to 100 miles away. He knows the general direction they're in, but not their exact location. 

Paralyzing Gaze. When a creature within 60 ft. of Kalathise looks into his eyes, they must succeed on a Wisdom saving throw with a DC of 19 or be paralyzed until the end of their next turn. The creature may avert its gaze to avoid the effect, but suffer the penalties of blindness. 

Magic Resistance. Kalathise has advantage on saving throws against spells and other magical effects.

Avoidance. If Kalathise is subjected to an effect that allows him to make a saving throw to take only half damage, he instead takes no damage if he succeeds on the saving throw, and only half damage if he fails.

Spellcasting. Kalathise is a 4th-level spellcaster. His spellcasting ability is charisma (spell save DC 20, +10 to hit with spell attacks). Kalathise has the following warlock spells prepared:

Cantrips (at will): misty step, teleport, poison spray, blade ward, create bonfire, cause fear

2nd level (2 slots): darkness, hold person, flock of familiars  

Turn Immunity. Kalathise is immune to effects that turn undead. All undead under Kalathise's control are also immune to effects that turn undead, as well as the frightened and charmed condition. 

Kaindorin. Kalathise retains all of the Kaindorin features he had in life. He has advantage on performance, persuasion, and deception checks, as well as animal handling, survival and nature checks. He also heals for half of the number of hit points inflicted by poison or necrotic damage. Attempts at using spells related to sleep, charm, or fear on Kalathise result in the caster taking (d6/level spell) psionic damage. 

Additional Kalathin Features. Kalathise can concentrate on 2 spells at once. He can cast cantrips as a bonus action. Whenever Kalathise uses misty step, all those adjacent to him upon casting the spell and all of those adjacent to where he appears must make a DC 19 Constitution saving throw, taking 9 (3d6) poison damage and becoming poisoned for 1 minute. The affected creature may continue making the save at the end of each of its turns to remove the condition. Whenever a creature enters within melee range of Kalathise, he can make an attack with his pike as a free action. Kalathise also has great weapon fighting for his pike attacks and improved critical for both his pike and shortbow attacks. He also has access to action surge, which he can use once per day, and as a reaction, when an enemy misses him with a melee attack, Kalathise can make an attack against this creature with his pike, and when an enemy misses him with a ranged attack, Kalathise can make a ranged attack against this creature with his shortbow. 


Actions

Multiattack. Kalathise can use his frightful presence. He then makes two attacks with his pike or shortbow.

Pike. Melee Weapon Attack. +14 to hit, reach 10 ft., one target. Hit: 10 (1d10+5) piercing damage plus 6 (1d6+3) poison damage and 6 (1d6+3) necrotic damage. Kalathise heals for half of the number of points inflicted by the necrotic damage portion of the attack. The number of hit points may exceed Kalathise's maximum hit point value. Creatures that are immune to poison damage are treated as if they are resistant and creatures that are resistant are treated as if nonresistant. Creatures Kalathise successfully strikes with melee attacks must succeed on a DC 19 Constitution saving throw or receive disadvantage on ability checks and a 10 ft. movement speed penalty. Upon being struck a 2nd time in a round, the creature receives disadvantage on attack rolls and saving throws, also receiving a 10 ft. movement speed penalty. Upon being struck a 3rd time in a round, the creature gains a level of exhaustion and receives a 10 ft. movement speed penalty.  If struck a 4th time in a round, the creature becomes magically unconscious for 1 minute and may make DC 19 Constitution saving throws at the end of each of its turns to remove this condition. The unconscious creature takes 6 (2d6) poison damage at the start of each of their turns. This condition may also be dispelled. 

Shortbow. Ranged Weapon Attack. +9 to hit, range 80/320 ft., one target. Hit: 5 (1d6+2) piercing damage plus 6 (1d6+3) poison damage and 6 (1d6+3) necrotic damage. Kalathise heals for half of the number of points inflicted by the necrotic damage portion of the attack if within 30 ft. of the target. The number of hit points may exceed Kalathise's maximum hit point value. Creatures that are immune to poison damage are treated as if they are resistant and creatures that are resistant are treated as if nonresistant. Creatures Kalathise successfully strikes with melee attacks must succeed on a DC 19 Constitution saving throw or receive disadvantage on ability checks and a 10 ft. movement speed penalty. Upon being struck a 2nd time in a round, the creature receives disadvantage on attack rolls and saving throws, also receiving a 10 ft. movement speed penalty. Upon being struck a 3rd time in a round, the creature gains a level of exhaustion and receives a 10 ft. movement speed penalty.  If struck a 4th time in a round, the creature becomes magically unconscious for 1 minute and may make DC 19 Constitution saving throws at the end of each of its turns to remove this condition. The unconscious creature takes 6 (2d6) poison damage at the start of each of their turns. 

Frightful Presence. Each creature of Kalathise's choice that is within 120 ft. of himself and is aware of him must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to Kalathise's Frightful Presence for the next 24 hours.

Paralyzing Gaze. Each creature within Kalathise's line of sight must succeed on a Wisdom saving throw with a DC of 19 or be paralyzed for 1 minute. The paralyzed target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Bonus Actions

Cantrip. Kalathise casts a cantrip.

Bash. Kalathise bashes a single target in melee range with the blunt end of his pike for 10 (1d10+5) bludgeoning damage plus 12 (1d12+6) poison damage. The poison feature works the same way as the normal attack. 

Second Wind (1/day). Kalathise uses second wind, regaining a number of hit points equal to 9 (1d10+4). 

Reactions

Shadowy Evasion. When targeted by a spell or attack, Kalathise may cast misty step.  

Piercing Cry. When Kalathise sustains melee damage from three or more creatures in a round, he may unleash a high-pitched psionic scream. All living creatures within earshot of him must succeed on a DC 19 Constitution saving throw or take 9 (3d6) psionic damage, becoming stunned for 1 minute. The stunned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to Kalathise's piercing cry for the next 24 hours.

Legendary Actions

Kalathise 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. Kalathise regains spent legendary actions at the start of his turn.

Cantrip. Kalathise casts a cantrip. 

Pike. 
Kalathise makes an attack with his pike. 

Shortbow. Kalathise makes an attack with his shortbow.

Huntmaster (costs 2 actions). Kalathise marks a creature for death. All undead creatures within 60 ft. of the target use their reactions to move towards and attack the target with advantage. The target must make a DC 19 Charisma saving throw or become paralyzed until the end of their next turn. 

Toxic Rain (costs 3 actions).  Kalathise casts the spell toxic rain with the point of origin on himself. All undead are immune to the effects of the spell. 

Devour (costs 3 actions). All living creatures within 30 ft. of Kalathise who have taken damage must succeed on a Constitution saving throw of 18, taking 12 (4d6) necrotic damage, or half as much on a success. Kalathise heals for half of these number of hit points and the number of hit points may exceed his maximum hit point value. 


Monster Tags: undead

gyrozen

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