Divinely Blessed. The Callous can’t be surprised and can’t be changed into another form against his will.
Legendary Resistance (2/Day). If The Callous fails a saving throw, he can choose to succeed instead.
Limited Magic Immunity. The Callous can't be affected or detected by spells of 3rd level or lower unless it wishes to be. It has advantage on saving throws against all other spells and magical effects. Eldritch Blast when cast by a Warlock of 7th level or higher circumvents this effect.
Multiattack. The Callous makes four Radiant Spear or three Crescent Arc attacks. He can replace up to two of these with a recharge ability.
Spear of Apotheosis. Melee Attack: 1d20+15 to hit Hit: 15 (2d8 + 6) radiant damage. A creature reduced to 0 hit points by this attack is instantly killed, and will be disintegrated in 1 minute, leaving behind anything it was wearing or carrying.
Crescent Arc. Ranged Area Attack: an Arc of Radiant Gold slices through the air it is 20ft wide and travels 60ft, each creature in its path must make a DC 20 Dexterity save or take 10 (2d10+5) Radiant damage.
Blazing Javelins (Recharge 5-6). The Callous hurls golden spears in a 60 ft cone. Each creature in that area must make a DC 20 Dexterity Saving throw, taking (4d6+5) radiant damage on a failed save, or half as much damage on a successful one. The spears remain in that location. At the start of The Callous next turn creatures that remain within the cone must make a DC 20 Constitution Saving throw or take (6d6) force damage. On a success they take half.
Triune Halo (Recharge 7-8). The Callous creates 3 rings that are 30ft radius but must be touching, He can create them anywhere within the arena, these rings appear to do nothing except pulse with radiant yellow light, until the start of The Callous’s next turn. Should any creature remain within the radius when it’s next turn comes the rings detonate in a bright Radiant light and deal 60 (15d8) Radiant damage.
Reprimand. When a creature The Callous can see within 60 feet of it regains hit points, the reverser reduces the number of hit points regained to 0, and the reverser deals (2d8+5) radiant damage to the creature.
The Callous 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 Callous regains spent legendary actions at the start of his turn.
Attack. The Callous makes one Radiant Spear attack.
Celestial Chains (3 Actions). The Callous targets one creature he can see within 120 feet of himself. The target must succeed on a DC 18 Charisma saving throw or be rendered incapacitated by magical chains for 1 minute. While incapacitated in this way, the target can’t leave the space by any means. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Only a single Creature can be under this effect at any given time.
Elden Stars (3 Actions): The Callous sends out a gold projectile that continuously chases its target travelling 30ft towards its target at the start of the targets turn, if the target ends their turn within 10ft of the Star they take 8 (2d8+8>) Radiant damage. The Star will follow its target for 3 rounds (or until dispelled at 5th level or higher) after which it will explode if the target ends their 3rd turn within 30ft of the Star they must make a DC 18 Dexterity save or take 24 (6d8) Radiant damage.
Lair and Lair Actions
Lair Actions
Rising from the lake are fallen temples to Sehanine the Moon Weaver, Avandra the Change Bringer, and Corellon the Arch Heart, imagined into being by the despairing and lonely Apotheon. These structures stand atop 20-foot-tall rocky isles. Regardless of his current form, The Callous can draw on the power of these profane ruins to take lair actions. Each lair action is associated with a particular site; when a lair action is used, the corresponding ruin glows with bright crimson light that lingers until initiative count 20 of the next round.
On initiative count 30 (losing initiative ties), The Callous can take one of the following lair actions; he can’t take the same lair action two rounds in a row:
Predathos's Eye.
The Callous causes a pulse of red energy to ripple in from the edge of the Heart. He instantly knows the locations, health and stats of all creatures on the in the Heart of Despair. He also knows how much damage each of these creatures has taken, what resitances or immunities they have, and what conditions or abilities are affecting them, as well as the tactics they are employing.
Corellon’s Charm.
The Callous causes a magical wisp of light to emerge from Corellon’s ruined temple (area H3). The wisp enters the body of one creature The Callous can see that isn’t inside Corellon’s ruined temple or atop the rocky island that supports it. The creature must succeed on a DC 15 Wisdom saving throw or be charmed by The Callous until initiative count 20 of the next round.
Sehanine's Ruse.
Disorienting illusory images flit out from Sehanine's temple. The Callous chooses four creatures in the lair, excluding those in Sehanine's temple, the Targets must succeed on a DC 15 Wisdom saving throw or have disadvantage on Attack Rolls and a 20 percent chance to miss aim save based spells (Roll 1d8 to determine direction, starting at North and going Clockwise, then roll 4d10 to determine distance, round down) until initiative count 20 on the following round.
Avandra's Reform.
A flood of gold leaks from Avandra's ruined temple washing over a blessing or curse. The Callous chooses an active spell of 5th level or lower that he’s aware of, that's not in Avandra's Temple, and ends the spell. The area around the effect becomes Difficult Terrain out to a range of 10 times the spells level, regardless of movement type. The Callous ignores this effect.
Prayers to the Gods.
A character can use an action to pray to Avandra, Corellon, or Sehanine in the deity’s prayer site. The character must succeed on a DC 15 Wisdom (Religion) check, and the check has advantage if the character is a worshiper of that god. On a successful check, the profane ruins atop the island melt away, and The Callous can no longer use the lair action associated with that prayer site. In addition, The Callous takes 14 (4d6) psychic damage, regardless of his current form.
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