Fiendish Blessing. The AC of Caelus includes its Charisma bonus.
Innate Spellcasting. Caelus' innate spellcasting ability is Charisma (spell save DC 22, +14 to hit with spell attacks). It can innately cast the following spells, requiring no material components:
At will: dissonant whispers, enemies abound, expeditious retreat, knock, sending, tongues
3/day each: counterspell, dispel magic, darkness, fly, greater invisibility (self only), slow, wind wall
1/day each: harm, modify memory (6th level), plane shift, project image, simulacrum, teleport
Inscrutable. Caelus is immune to any effect that would sense its emotions or read its thoughts, as well as any divination spell that it refuses.
Magic Resistance. Caelus has advantage on saving throws against spells and other magical effects.
Magic Weapons. Caelus' weapon attacks are magical.
Mesmerizing Aura. Each creature that is within 15 feet of Caelus and able to hear it must succeed on a DC 22 Charisma saving throw or be incapacitated for 1 minute. A creature that is affected by an ability that disallows them from concentrating, such as a Barbarian's rage, makes this roll at advantage. The incapacitated creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A creature that succeeds on a saving throw against this effect becomes immune to the Mesmerizing Aura for 24 hours.
Psychic Absorption. Whenever Caelus is subjected to psychic damage, it takes no damage and regains a number of hit points equal to half the psychic damage dealt.
Telepathic Bond. Caelus ignores the range restriction on its telepathy when communicating with a creature it has charmed. The two don't even need to be on the same plane of existence. Caelus can use its telepathy to initiate and maintain telepathic conversations with up to ten creatures at a time. Caelus can let those creatures telepathically hear each other while connected in this way.
Shapechanger. The fiend can use its action to polymorph into a Small or Medium humanoid, or back into its true form. Without wings, the fiend loses its flying speed. Other than its size and speed, its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.
Multiattack. Caelus makes four attacks, only one of which can be a Draining Kiss.
Rapier. Melee Weapon Attack: +13 to hit, reach 5ft., one target. Hit: 11 (1d8 + 7) slashing damage, plus 13 (3d8) necrotic damage.
Draining Kiss. Melee Weapon Attack: +13 to hit, reach 5 ft., one creature. This attack automatically hits creatures charmed by Caelus. Hit: 34 (5d10 + 7) psychic damage. The target’s hit point maximum is reduced by an amount equal to the psychic damage taken, and Caelus regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.
Charm. Caelus targets one creature it can see within 30 feet of it. If the target can hear Caelus, the target must succeed on a DC 22 Wisdom saving throw against this magic or be charmed by Caelus. Any creature under the influence of Caelus' Mesmerizing Aura makes the saving throw at a disadvantage. The charmed target regards Caelus as a trusted friend to be heeded and protected. The charmed target obeys the fiend's verbal or telepathic commands, takes the fiend's requests or actions in the most favorable way it can, and is a willing target for Caelus' Draining Kiss attack. Caelus has no limitation to the number of creatures it can charm at one time.
Each time Caelus or Caelus' companions do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts for as many days as the target missed the saving throw DC or until Caelus is destroyed, or takes a bonus action to end the effect. If the target successfully saves against the effect, or if the effect on it ends, the target is immune to this fiend's Charm for the next 24 hours.
Etherealness. Caelus magically enters the Ethereal Plane from the Material Plane, or vice versa.
Summon Fiend (1/day). Caelus chooses what to summon and attempts a magical summoning.
Caelus has a 50 percent chance of summoning 3d8 quasit, 2d4 succubus/incubus or dybbuk, 1d8 chasme, 1d4 glabrezu, 1d3 nalfeshnee, or 1d2 marilith.
A summoned fiend appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can’t summon other demons. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action.
Teleport. Caelus magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.
Instinctive Charm. When a creature within 60 feet of Caelus makes an attack roll against it, and another creature is within the attack’s range, the attacker must make a DC 22 Wisdom saving throw. On a failed save, the attacker must target the creature that is closest to it, not including Caelus or itself. If multiple creatures are closest, the attacker chooses which one to target. If the saving throw is successful, the attacker is immune to the Caelus' Instinctive Charm for 24 hours.
Caelus 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. Caelus regains spent legendary actions at the start of its turn.
Attack. Caelus attacks once with its rapier.
Cast a Spell. Caelus casts one spell from its Innate Spellcasting trait.
Teleport. Caelus uses its Teleport action.
Charm (Costs 2 Actions). Caelus uses its Charm action.
Compel Fiend (Costs 2 Actions). An allied demon within 30 feet of Caelus uses its reaction to make one attack against a target of Caelus' choice that it can see.
Description
Originally a cambion offspring of a Succubus, Caelus grew into its power with extreme speed. However, as it grew in notoriety, it also grew in risk. Caelus' most famous deal happened between itself and the then Adult Gold Dragon Batillus in the presence of the devil Lazuli, where Caelus challenged Batillus to a Deck of Many Things match in which both sides had to pull three cards. Batillus pulled first, and became affected by the Balance card. Caelus pulled The Void and was immediately trapped within a soul container. Caelus remains there, affecting those in its region via voice, and plotting its return.
Lair and Lair Actions
Lair Actions.
When fighting inside its lair, Caelus can invoke the ambient magic to take lair actions. On initiative count 20 (losing initiative ties), the fiend can take one lair action to cause one of the following effects:
- Smooth surfaces within the lair become as reflective as a polished mirror. Until a different lair action is used, creatures within the lair have disadvantage on Dexterity (Stealth) checks made to hide.
- Caelus chooses one humanoid within the lair and instantly creates a simulacrum of that creature (as if created with the simulacrum spell). This simulacrum obeys Caelus' commands and is destroyed on the next initiative count 20.
- Caelus speaks in the mind of its foes. Each creature it chooses that it can see within the lair must succeed on a DC 19 Wisdom saving throw or take 27 (5d10) psychic damage.
Caelus can't repeat an effect until they have all been used, and it can't use the same effect two rounds in a row.
Regional Effects.
The region containing Caelus' lair is warped by the creature's presence, which creates one or more of the following effects:
- Creatures within 1 mile of Caelus' lair experience a sensation of being close to whatever they desire most. The sensation grows stronger the closer the creatures come to Caelus' lair.
- Roads and paths within 6 miles of the lair twist and turn back on themselves, making navigation in the area exceedingly difficult.
- As an action, Caelus can create an illusory image of itself within 1 mile of the lair. The copy can appear at any location Caelus has seen before or in any location a creature charmed by Caelus can currently see. Once created, the image lasts for as long as Caelus maintains concentration, as if concentrating on a spell. Although the image is intangible, it looks, sounds, and can move like Caelus. Caelus can sense, speak, and use telepathy from the image’s position as if present at that position. If the image takes any damage, it disappears.
If Caelus dies, the first two effects fade over the course of 1d10 days.
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