Cloak of Protection. You gain a +1 bonus to AC (included in stat block) and saving throws while you wear this cloak.
Death Ward. The first time Calmus would drop to 0 hit points as a result of taking damage, he instead drops to 1 hit point, and the spell ends. If the spell is still in effect when Calmus is subjected to an effect that would kill him instantaneously without dealing damage, that effect is instead negated against Calmus, and the spell ends.
Heroes Feast. Calmus becomes immune to poison and being frightened, and makes all Wisdom saving throws with advantage. His hit point maximum also increases by 11 (2d10), and he gains the same number of hit points (all of this is included in the stat block).
Multiattack. Calmus makes three Mace or Call to the Grave attacks. He can replace one attack with a use of Spellcasting.
Mace +1. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage.
Call to the Grave. Calmus calls forth the spirit of the dead to pummel a creature he can see within 60 feet and drag it to the ground. The target must make a DC 14 Constitution saving throw or take 16 (3d8 + 3) necrotic damage and be knocked prone. The target only takes half damage on a successful save and is not knocked prone.
Spellcasting. Calmus casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 14, +6 to hit with spell attacks):
At will: guidance, resistance, spare the dying, toll the dead
2/day each: dispel magic, guiding bolt, shield of faith
1/day each: banishment, ray of enfeeblement, sending, spiritual weapon
Description
Possessions
Plate, shield +1, mace +1, and a cloak of protection.
Previous Versions
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