Armor Form. Can switch to a wearable armor form. When worn the wearer gains +2 ac as well as resistance to cold damage.
(Any Form) Living Forge. Calid can cast heat metal on itself at will
(Any Form) Vibrations. Calid has advantage on any perception check the involves vibrations
Mitrhil Construct. Due to its construction It only takes 1 damage from an attack. When dropped to 0 hitpoints insted of dying it falls dorment untill reparied.
(Normal Form) Bite. Melee Weapon Attack: +5 Deals 1d6+4 fire damage
(Normal Form) Impale. Melee Weapon Attack: +5 Deals 1d8+4 fire damage. On hit, target must make a dc 15 Dexterity saving throw, On fail Calid takes 1 damage and impales a flaming spike in the target dealing 1d6 untill removed (dc15 strength)
(Normal Form) Forced Equip. Make a grapple check, on success Calid is equiped to the target
(Normal Form) Stalk. Calid can spend 1 minute to study the vibrations of the target. If calid is famillier with the pattern Calid can bury underground and stalk the target as long as they remain on any form of solid ground
(Armor Form) Removal. When equiped, Calid can choose to eject themselves from the wearer
(Armor Form) Heated Spikes. When a creature makes a melee attack against the wearer, the wearer can use their reaction to command Calid to heat its spikes. The attacker must make a (dc15) Dexterity saving throw. It takes 1d10 fire damage on a failed save, or half as much damage on a successful one.
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