Mooncurse. Callisto cannot control her actions, and thus assumes the Chaotic Neutral alignment if in bear form during the full moon. Otherwise, she is Neutral Good.
Keen Smell. Callisto has advantage on Wisdom (Perception) checks that rely on smell.
Aberration of Pan. Necrotic damage dealt to Callisto causes her to gain health rather than lose it.
Multiattack. Callisto attacks with her claws, then uses her sapping bite.
Sapping Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., 1 target. Hit: 21 (6d6) necrotic damage. Callisto and any of her allies within 30 feet each regain 5 hit points.
Claws. Melee Weapon Attack: +9 to hit, reach 5 ft., 1 target. Hit: 18 (2d8 + 9) piercing damage.
Callisto 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. Callisto regains spent legendary actions at the start of her turn.
Detect. Callisto makes a Wisdom (Perception) check.
Frothing at the Mouth. Callisto roars at a creature, which must succeed on a DC 15 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the fear effect from Callisto for the next 24 hours.
Desperate Swipe (Costs 2 Actions). Callisto uses her Claws attack.
Description
The idealistic nymph Callisto had it all: a glade of Pan's forest all her own, ample land to hunt and farm, and a lover in one of the fabled Olympians. However, nothing can last forever-- one day, when she believed herself to be lying with Artemis (who she called hers for a time), the mad King of the Olympians Zeus snuck himself into her bed disguised as her lady. Since then, Callisto hasn't stayed in one place long. Cursed to turn into a rabid bear with each turning of the full moon by the jealous Hera, she watches the band of hunters she used to call friends from a distance (Artemis the furthest of all). She hopes that she can return to that little glade one day, but each time she wakes with blood drying under her lips it feels just a little further.
Originated by Macy Jane Anderson in Season 1, Episode 4 of her campaign "The Tears of Gaia".
Lair and Lair Actions
Our adventurers encounter Callisto in a glade of the Forest of Pan, where strange wonders of nature abound. They will need to be cautious of these curiosities as they navigate combat within His Forest.
Lair Actions
On initiative count 20 (losing initiative ties), Callisto takes a lair action to cause one of the following effects; she can’t use the same effect two rounds in a row:
- The mud beneath our heroes' feet begins to shimmer and twist: any character with their feet in the mud must make a DC 15 Dexterity saving throw. On a failure, they begin to sink in. Characters who have accrued 1 failure are considered grappled, characters with 2 are considered restrained, characters with 3 are considered paralyzed, and characters with 4 failures and no successes begin taking suffocation damage. A character can free themselves or another character from the mud with a successful DC 15 Strength (Athletics) check.
- A new werecreature comes galloping out of the open woods towards our heroes: either a giant frog, a giant goat, or a giant owl.
- Plants in the glade begin to die out and fade, allowing Callisto to regain 3d10 hit points.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
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2/15/2024 10:16:51 PM
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4
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1
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1.0
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Coming Soon
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