Eldritch Presence. At the start of their turn, creatures within 90 feet of Calypso must succeed on a DC 18 Wisdom saving throw or suffer from the horrors that Calypso can bring. Whenever an affected creature makes an attack against Calypso, they have disavantage on the attack and take psychic damage equal to the number of active eyes minus their wisdom modifier (minimum 1). If a creature's saving throw is successful, the creature is immune to Calypso's Eldritch Presence for the next 24 hours.
Damned Eye. Calypso has 8 eyes located in different parts of her body. These eyes can be attacked and have an AC of 25 and 40 HP. Each time Calypso loses one eye, she can make a claw attack as reaction. At the start of Calypso's turn, it gain 5 temporary hit points for each active eye it currently has.
Magic Resistance. Calypso has advantage on saving throws against spells and other magical effects.
Legendary Resistance (3/Day). If Calypso fails a saving throw, it can choose to succeed instead.
Multiattack. Calypso can make 4 attacks. Two with is claws and two with Grasping Tentacle. It can use Steal Soul instead of one of Grasping Tentacle attack.
Claw. Meele Weapon Attack: +13 to hit, range 10 ft., one creature. Hit: 18 (3d6 + 7) piercing damage.
Grasping Tentacle. Meele Weapon Attack: +13 to hit, range 60 ft., one creature. Hit: 14 (1d12 + 7) bludgeonig damage. On a hit, the target must make a DC 16 Strength save or be restrained until Calypso releases them, or until the restrained target spends an action to make a DC 15 Strength check(Athletics). Calypso can grapple up to two creature and no more.
Steal Soul. One creature that is restrained by Grasping Tentacle need to succeed on a DC 17 Charisma saving Throw or suffer 7 (1d12) necrotic damage for every active eye Calypso currently has, and Calypso regain Hit Point based on the damage.
Mist of Fey Horrors. Calypso makes up to 6 creatures that are in her mist to make a DC 15 Intelligence saving throw or they become charmed. While charmed, the creatures face illusions of thenselfs. These illusions have the same creatures statblock, and can injure those affected. The creature can repeat the saving throw at the end of each of it’s turns, ending the effect on itself on a success and become immune to it.
Control Fey Mist. Calypso can summon a Fey Mist around her. The mist is centered on her and has 120 ft. radius. If the mist is already summoned, Calypso can alter its property to one of the following:
- Thunderous Mist: Inside this mist, creatures other than Calypso have their spells range reduce to half, and if Calypso is targeted by a spell, it gain resistance for the turn.
- Blazing Mist: Inside this mist, creatures other than Calypso suffer 4 (1d6) fire damage at the start of their turn. At the end of their turn, they need to succeed on a DC 15 Constitution saving throw of gain a level of exaustion.
- Frosting Mist: Inside this mist, creatures other than Calypso have their speed reduce to half. At the end of their turn, if the creature didn' t move it become paralyzed until the end of the next turn.
If Calypso fail to change its property for more than 2 turn, the mist is dissipated.
Calypso 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. Calypso regains spent legendary actions at the start of its turn.
Control Fey Mist. Calypso can change the property of the Fey Mist.
Attack. Calypso can make one claw attack.
Damned Gaze (Cost 2 Actions). Calypso open all her eyes and every creature within 120 ft. need to succeed a DC 17 Wisdom saving throw or take 6 (1d10) necrotic damage for every active eye Calypso currently has, and half of the damage at the start of their next turn.
Description
Calypso is a semi-god fey creature. It has been locked away from millenias and never to be released. Legend says that if Calypso is brought back, life as we know would change forever and all creatures would live under her tyranny.
A Broken and weaker form of Calypso has been release and it's now causing havok on the north of the Dreadlands. This form is caused by the lack of a strong soul in the ritual that was performed.
Comments