Medium Humanoid (Any Race), Any Alignment
Armor Class 20 Plate
Hit Points 158 (18d8 + 68)
Speed 30 ft.
STR
18 (+4)
DEX
25 (+7)
CON
14 (+2)
INT
20 (+5)
WIS
15 (+2)
CHA
16 (+3)
Saving Throws DEX +11, INT +9, WIS +6
Skills Deception +14, History +13
Damage Resistances Nonmagical Bludgeoning, Piercing, and Slashing (from Stoneskin)
Damage Immunities Necrotic
Condition Immunities Frightened
Senses Passive Perception 18
Languages Any six languages
Challenge 12 (8,400 XP)
Proficiency Bonus +4
Traits

Shapechanger. Calantha can use her action to polymorph into a Large [monster]Giant Elk/monster] or a Medium cloud of mist, or back into her true form.

While in Giant Elk form, Ormira can’t speak, her walking speed is 40 feet. Her statistics, other than her size and speed, are unchanged. Anything she is wearing transforms with her, but nothing she is carrying does. She reverts to her true form if she dies.

While in mist form, Calantha can’t take any actions, speak, or manipulate objects. she is weightless, has a flying speed of 20 feet, can hover, and can enter a hostile creature’s space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing, and she can’t pass through water. Calantha has advantage on Strength, Dexterity, and Constitution saving throws, and she is immune to all nonmagical damage.

Curse of Pierced Vengeance. While in her humanoid form, When Calantha takes damage of any type but psychic, each creature within 5 feet of her takes 5 (2d10) piercing damage.

Close Quarters Combatant. Calantha does not suffer disadvantage from making ranged attacks against targets within  melee range.

Blood Mark: When Calantha damages a creature (excluding spells) it applies a stack of blood mark. any triggering attack deals 1d6 necrotic damage per stack of blood mark. The 5th mark detonates all the marks dealing 5d8 necrotic damage and healing Calantha for hit points equal to the detonation damage. All Blood marks fade after 2 rounds of not taking damage from Calantha

Spellcasting. The archmage is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). The archmage can cast disguise self and invisibility at will and has the following wizard spells prepared:

Cantrips (at will): fire bolt, light, mage hand, prestidigitation, shocking grasp

1st level (4 slots): detect magic, identify, shield*, magic missile

2nd level (3 slots): detect thoughts, mirror image, misty step

3rd level (3 slots): counterspell, fly, blink

4th level (3 slots): banishment, fire shield, stoneskin*

5th level (3 slots): banishing smite, scrying, wall of force

6th level (1 slot): globe of invulnerability

7th level (1 slot): teleport

Actions

Multiattack. Calantha makes two attacks with her Bloodcallers or one Heartseeker.

Bloodcaller. Ranged  Weapon Attack +11 to hit, range 60/180 ft. Hit   (2d10+ 8) piercing damage.

Heartseeker.  Ranged Weapon Attack +11 to hit, range 200/600 ft. Hit  (5d10) Necrotic damage (applies 2 marks)

Piercing Hunter (Recharge 6). Calantha calls on the power of the eldritch curse of her dark patron and launches 6  homing spines from her armor. Each Targeted make a dexterity saving throw. On a failed save, a creature takes 10 (2d10) piercing damage, and is restrained as the spikes impale them to the ground, and applies 1 stack of blood mark. On a successful save the creature takes half damage and doesn't restrain them.

Bonus Actions

Blood Rush (3/day). Calantha manipulates her blood to infuse herself with enhanced speed and focus. For the next round, her movement speed is doubled and she can make 2 additional attacks with her bloodcallers when she takes the attack action.

Marked Prey (3/day). Calantha instantly dashes to a creature with at least 1 blood mark, gaining 1d8 temporary hit points per mark on the creature until the start of her next turn.

Monster Tags: NPC

Habitat: Urban

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