Medium Fiend (Human), Chaotic Good
Armor Class 24 (natural armor)
Hit Points 251 (19d20 + 40)
Speed 30 ft., Fly 60 ft.
STR
25 (+7)
DEX
25 (+7)
CON
25 (+7)
INT
25 (+7)
WIS
25 (+7)
CHA
25 (+7)
Saving Throws STR +11, CHA +11
Skills Deception +9, Insight +5, Perception +5, Persuasion +9, Stealth +7
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Poisoned
Senses Darkvision 60 ft., Passive Perception 24
Languages Abyssal, Common, Infernal, Primordial, Telepathy 60 ft.
Challenge 12 (8,400 XP)
Proficiency Bonus +4
Traits

Telepathic Bond. Caleb ignores the range restriction on his telepathy when communicating with a creature he has charmed. The two don't even need to be on the same plane of existence.

Foreshadow. Has a vague idea of the events of the next 3 days.

Combatant. Uses 5ft of movement to summon/dispel the Limbo Blade, 5ft to summon the Armour of Limbo, and an extra 5ft to summon/dispel the Limbo Shield.

Knight of Gideon: Gains +2 AC When in combat within 10ft of another Knight of Gideon.

Actions

Limbo Blade. +16 to hit. Roll 2d12. The target takes this much damage in fire, cold, lightning and thunder. If dealt a critical hit by this weapon and are running lingering injury rules, you take a lingering injury for each damage type.

Limbo Bridge: Can push a target back 30ft, or teleport himself 30ft.

Etherealness. Caleb magically enters the Ethereal Plane from the Material Plane, or vice versa.

Bonus Actions

Observant: Can cast the spell [Tooltip Not Found] as a bonus action. Because of this feat, he can also cast message and sending as free actions.

Armour of Limbo: As a bonus action, Caleb can either ready himself to automatically dodge the next attack levied against him, disengage from his opponent, or deal 1d6 of fire, cold, lightning and thunder i na 5ft radius around him.

Reactions

Limbo Shield. This reaction can only be used if the Limbo Shield has already been summoned. Using this reaction grants +2 AC, the following effects only happen if the attacks still hit.

As he being attacked, Caleb can attempt to banish his opponents weapon. Take the opponents "to hit" modifier on the attack, and take it from 20. This is The DC for the following roll: The Attacker rolls a d20. If the resulting roll is lower than this number, they lose their weapon. The weapon is pulled into Limbo and their attack action is lost. Caleb can summon this weapon back as a free action.

Once this ability has successfully been used, it cannot be used for another hour.

Retrieval: If Caleb is about to be hit with a weapon he was previously attuned to, the damage is completely negated, as he catches the weapon is his hand and it re-attunes to him.

Description

Caleb Scourmarsh, Brother of the God-King Caliban, is a half human, half devil adventurer born from limbo. Being a powerful swordsman, he quickly rose to the top of the adventuring world. While technically being Rank 15 in the [Knights of Gideon], he left the order long ago when they found out who his brother was. Now he runs the town of Torynn, and heads the group named The Sour Fang Sentinel's - his lackeys essentially.

Habitat: MountainUrban

SheoVerdal

Comments

Posts Quoted:
Reply
Clear All Quotes