Medium Humanoid, Lawful Evil
Armor Class 21
Hit Points 350 (15d12 + 112)
Speed 35 ft.
STR
22 (+6)
DEX
16 (+3)
CON
18 (+4)
INT
16 (+3)
WIS
23 (+6)
CHA
17 (+3)
Saving Throws STR +11, CON +9
Skills Acrobatics +10, Insight +10, Intimidation +10, Survival +10
Damage Immunities Lightning, Thunder
Senses Tremorsense 50, Passive Perception 17
Languages Common, Draconic, Dwarvish, Elvish
Challenge 14 (11,500 XP)
Proficiency Bonus +5
Traits

Lightning Manifestation. Calimoor is immune to thunder and lightning damage, additionally, when he is struck with thunder or lightning damage, he has his hit points restored by the amount of thunder or lightning damage he would have taken.

Ultimatum. Calimoor cannot be affected by a spell or magical effect that would instantly kill him, additionally, he cannot be banished.

Spiritual Alignment. When Calimoor falls under half of his maximum hit points, he will enter his Spirit Form, shedding his physical form and manifesting as a storm spirit. While in his Spirit Form, Calimoor is immune to non-magical damage, and his walking speed becomes his flying speed.

Spellcasting. Calimoor is a 14th-level spellcaster. Its spellcasting ability is wisdom (spell save DC 18, +9 to hit with spell attacks). Calimoor can cast the following spells a limited amount of times per day:
Cantrips (at will): thunderclap, lightning lure 
4th level (2/day): storm sphere 
6th level (2/day): chain lightning

Actions

Press the Advantage. Calimoor instantly moves 30ft towards another creature, if he moves within 5ft of another creature, he can make one melee weapon attack, and if he does, he deals an additional 1d8 of lightning damage In Spirit Form. This feature functions the same, but instead of a melee weapon attack, Calimoor deals 2d8s of lightning damage to any creature within 10ft of his destination.

Multiattack (Recharge 4-6). Calimoor makes two attacks, with his Atorakushon or his Bolt Strike. In Spirit Form. This feature functions the same, but he may use Press the Advantage as one of the atttacks.

Atorakushon. Melee Weapon Attack: +9 to hit, reach 5 ft., 1 target. Hit: 10 (1d8 + 6) slashing damage. 

Bolt Strike. RangedWeapon Attack: +11 to hit, range 50/150 ft., 1 target. Hit: 8 (1d6 + 5) lightning damage.

Ravaging Claws. Melee Attack: +9 to hit, reach 5ft., 1 target. Hit: 10 (1d8+6) lightning damage.

In Spirit Form. Lightning Strike. Forewarn a 20ft radius that Calimoor can see, upon the start of his next turn, a lightning bolt strikes that location, dealing 4d8s of lightning damage to any creature caught within it.

In Spirit Form. Thunder Blast. Calimoor claps his hands and creates a 20ft cone of destructive thunder energy that harms all creatures caught within it. Each creature within the cone must make a constitution saving throw against Calimoor's spell save DC or take 3d8s of thunder damage and become stunned.

Bonus Actions

Lighting Smite. Calimoor brandishes his blades or his claws with lightning magic, when he does so, his next hit with that weapon deals an additional 1d10 lightning damage.

In Spirit Form. Division Bolt. Calimoor summons three bolts of lightning that fly out and strike a target. That creature must succeed on a dexterity saving throw against Calimoor's spell save DC or become paralyzed.

Reactions

Destruction Rune. When another creature Calimoor can see casts a spell within 50ft of him, he can mark that creature with a destructive rune. At the end of the current round, the destructive rune ignites, dealing 10 points of lightning damage to the marked creature and any other creature within 5ft of that creature.

Follow-Up Bolt. When another creature Calimoor is aligned with attacks another creature within 50ft of Calimoor, he can expend a reaction to use Bolt Strike against that creature.

In Spirit Form. Backblast. When another creature attempts to attack Calimoor with a melee weapon attack, he can strike that creature as they approach, using his Ravaging Claws attack.

Legendary Actions

Calimoor can take one legendary action per turn, and up to three times per day.

Legendary Resistance (Costs 1 Actions). When Calimoor would fail a saving throw, he can instead choose to succeed.

Description

Calimoor is one of the spirits of the four lizardfolk generals of an ancient army, resurrected by Haemos to serve him as a general. Calimoor is cold and calculated, speaking very rarely, instead focusing on his fighting and spirituality. He is a very focused individual and can even manifest himself as a spirit for desperate times. 

ThomastheTalisman

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