Force Absorption. Whenever the calikang is subjected to force damage, it takes no damage and instead regains a number of hit points equal to the force damage dealt.
Immutable Form. The calikang is immune to any spell or effect that would alter its form.
Magic Resistance. The calikang has advantage on saving throws against spells and other magical effects.
Magic Weapons. The calikang's weapon attacks are magical.
Mobile. The calikang is exceptionally speedy and agile. It gains the following benefit:
- Its speed increases by 10 feet.
- When it uses the Dash action, difficult terrain doesn't cost it extra movement on that turn.
- When it makes a melee attack against a creature, it doesn't provoke opportunity attacks from that creature for the rest of the turn, whether it hits or not.
Multiattack. The calikang makes three melee attacks, two with its swords and one with its slam attack.
Slam. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 16 (2d8 + 7) bludgeoning damage.
Sword. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 18 (2d10 + 7) slashing damage.
Magic Missile Breath (Recharge 6). The calikang exhales eight glowing darts of magical force. Each dart hits a creature of its choice that it can see within 120 feet. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously, and can be directed to hit one creature or several.
Shield Defense. As a reaction, the calikang raises both of its shields, adding a +4 bonus to AC.
The calikang 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. The calikang regains spent legendary actions at the start of its turn.
Slam. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 16 (2d8 + 7) bludgeoning damage.
Shield Dash (Costs 2 Actions). The calikang dashes up to twice it's movement in a straight line, making a slam attack against any creature in the line with both its shields. If the attack hits, the target suffers 2d8 + 7 bludgeoning damage, is knocked prone, and is stunned until the end of its next turn.
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