Demands of Nessus. At the start of each of Callous’ turns,
he can choose one ally he can see within 30 feet of him. The
chosen ally loses 10 hit points and Callous regains the same
number of hit points. If Callous is incapacitated, he makes no
choice; instead, the closest ally within 30 feet is the chosen
ally.
Fiendish Blessing. Callous’ AC includes his Charisma bonus.
Firearm Expert. Callous has had extensive practice with firearms,
giving him the following benefits:
• He ignores the loading quality of firearms with which he
is proficient.
• Being within 5 feet of a hostile creature doesn’t impose
disadvantage on his ranged attack rolls.
• If he makes an attack with a one-handed weapon, he can
use a bonus action to attack with a loaded firearm he is
holding.
Magic Resistance. When wearing his mantle of spell resistance,
Callous has advantage on saving throws against spells
and other magical effects.
Sneak Attack (1/Turn). Callous deals an extra 10 (3d6)
damage when he hits a target with a weapon attack and has
advantage on the attack roll, or when the target is within
5 feet of an ally of the captain that isn’t incapacitated and
Callous doesn’t have disadvantage on the attack roll.
Special Equipment. Callous wears a cap of water breathing,
gloves of swimming and climbing, and a mantle of spell resistance.
While wearing the gloves, climbing and swimming
don’t cost him extra movement, and he has a +5 bonus to
Strength (Athletics) checks made to climb or swim.
Multiattack. Callous makes three Rapier attacks or two Pistol
attacks.
Rapier. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 8 (1d8 + 4) piercing damage.
Pistol. Ranged Weapon Attack: +7 to hit, range 30/90 ft., one
target. Hit: 9 (1d10 + 4) piercing damage.
Spellcasting. Callous casts one of the following spells,
requiring no material components and using Charisma as
the spellcasting ability (spell save DC 15):
At will: thaumaturgy
3/day each: misty step
1/day each: darkness
Summon Devil (1/Day). Callous summons 1d4 bearded devils
with no chance of failure.
Light Footed. Callous takes the Dash or Disengage action.
Fiery Reprimand (Recharge 6). When he takes damage from
a creature he can see, Callous magically conjures searing
flames around that creature, forcing it to make a DC 15
Dexterity saving throw. It takes 16 (3d10) fire damage on a
failed save, or half as much damage on a successful one.
Parry. Callous adds 3 to his AC against one melee attack that
would hit him. To do so, Callous must see the attacker and
be wielding a melee weapon.
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Description
Captain Callous is the notorious tiefling pirate captain of
The Devil’s Fin and a direct descendant of Asmodeus. He
has ashen skin, goat-like legs, eyes that glow like embers,
and is never without his tricorn hat.
Lair and Lair Actions
Enter a description of your monster's lair here.
Lair Actions
On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:
- Enter a description for a lair action.
- Enter a description for a lair action.
Regional Effects
The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:
- Enter a regional effect description.
- Enter a regional effect description.
If the [monster name] dies, these effects fade over the course of #d# days.
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