Astral Traveler. Calamitas has the properties of a Spelljamming Helm (albeit she moves 900 times faster) and a Wildspace Orrery, but she is the only one can benefit from the item's effects (both are immune to dispel magic, antimagic, dead magic, wild magic, and jammerscreams). Additionally, Calamita's actual Challenge Rating is 40 (405,000 XP).
Brimstone Shield. An invisible barrier forms around Calamitas’ body, protecting her. The barrier has 500 hit points and has the same AC as Calmaitas. The barrier reforms at dawn. In addition, Calamitas is resistant to all magical damage, excluding thunder damage and damage from artifacts until the barrier is destroyed, and excess damage does not carry over to Calamita’s hit points.
Brimstone Sorceress. Any evil creature has disadvantage on all saving throws and ability checks against Calamitas.
Death’s Eye. Calamitas can feel the presence of every non-godly creature within 300 feet of her, no matter how powerful or weak. Nothing short of a wish can block this ability.
Death’s Step. When Calamitas uses the spell greater invisibility, she can immediately teleport next to a creature that she can see within 300 feet of her as part of the spell.
Discorporation. When Calamitas drops to 0 hit points or dies, her body is destroyed, but her essence travels back to her own personal hell, and she is unable to manifest for one hour.
Eternal. The hit points of Calamitas is maximized instead of being averaged. Additionally, when Calamitas is killed, her body does not decompose. There is no limit to how long after her death she can be the target of a raise dead spell or other magic, those spells function on it no matter how long she has been dead and even if she is undead. If Calamitas is animated as an undead creature, she controls herself.
Grim Harvest. When Calamitas kills a creature that is neither a construct nor undead with a spell of 1st level or higher, Calamitas regains hit points equal to two times the spell’s level, or three times if it is a necromancy spell.
Indomitable (3/day). Calamitas can reroll a saving throw that she falls. She must use the new roll.
Innate Spellcasting. Calamita's spellcasting ability is Charisma (spell save DC 24, +14 to hit with spell attacks). She can innately cast the following spells, requiring no material components:
Constant: bigby’s hand (the hand is invisible), detect evil and good**, gentle repose (permanent)*, invisibility (self only, Calamitas can enable or disable the spell as a bonus action)
At will: animate dead*, banishment, bestow curse*, blight*, burning hands (9th level), cloudkill, counterspell, contagion*, create undead*, dancing lights, dispel magic, fireball (9th level), greater restoration**, gust of wind, hellish rebuke (9th level), hex (9th level), inflict wounds*, lesser restoration**, mending, minor illusion, ray of enfeeblement (9th level)*, wall of fire (9th level), wall of force, web (9th level)
3/day each: abi-dalzim’s horrid wilting (9th level)*, blade of disaster, burning hands (9th level), circle of death (9th level)*, clone (9th level)*, delayed blast fireball (9th level), disintegrate (9th level), earthquake (9th level), feeblemind (9th level), fire storm (9th level), forcecage, geas (9th level), dominate monster (9th level), hakai, imprisonment, incendiary cloud (9th level), maddening darkness (9th level), mass heal, meteor swarm, negative energy flood (9th level)*, plane shift, power word heal, psychic scream, true resurrection (no time limit), wish (she cannot use this spell to heal herself)
*Necromancy spell of 1st level or higher
** Calamitas casts these spells on herself before combat.
Keen Sight. Calamitas has advantage on Wisdom (perception) checks that rely on sight.
Legendary Resistance (5/day). If Calamitas fails a saving throw, she can choose to succeed instead.
Limited Magic Immunity. Unless Calamitas wishes to be affected, she is immune to spells of 4th level or lower and has advantage on saving throws of all spells and magical effects.
Revengeance Status. Calamitas ignores the damage resistances, immunities, and absorption along with condition immunities against creatures and players that are below level/CR 10. Additionally, Calamitas ignores charm immunity, and all of Calamita’s charisma based rolls that roll below 9 are considered a 10.
Special Immunities. Calamitas is immune to damage and conditions from all evocation, conjuration, transmutation, and necromancy spells, as well as effects that decrease her ability scores, effects that would cause madness, effects that decrease her maximum hit points, instant death effects, effects that would move her or teleport her against her will, effects that would alter her form, and the effects of antimagic, dead magic, and wild magic (which also include antimagic fields, dead magic fields, and wild magic fields).
Spiritual Awareness. Calamitas knows if she hears a lie.
Stained, Brutal Calamity. Calamita’s weapon attacks area magical. When Calamitas uses any weapon, the weapon deals an additional 27 (6d8) fire damage, and 27 (6d8) necrotic damage (included in the attack).
Multiattack. Calamitas makes three unarmed strike attacks.
Unarmed Strike. Melee Weapon Attack: +18 to hit, reach 5 ft., one target. Hit 99 (18d10) bludgeoning damage plus 27 (6d8) fire damage and 27 (6d8) necrotic damage. If the target is a creature, then Calamitas can use her bonus action to launch the creature. A creature that is launched must succeed on a DC 28 Strength saving throw or be flung 1000 feet away in a direction of Calamita’s choice and be knocked prone.
Will of Words. Calamitas speaks any single word she chooses against a creature of her choice that she can see within 300 feet of her. If that creature has 125 hit points or below, they will immediately do so, short of dying.
Accursed Psyche (Recharge 4-6). Melee Weapon Attack: +18 to hit, reach 30 ft., one target. Hit 260 (40d12) piercing damage plus 27 (6d8) fire damage and 27 (6d8) necrotic damage. If the target is a creature, then Calamitas can use her bonus action to launch the creature. A creature that is launched must succeed a DC 28 Strength saving throw or be flung 1000 feet away in a direction of Calamita’s choice, and be knocked prone. A creature that fails the save by 5 or more is also stunned.
Vulnerability Hex (Recharge 4-6). Ranged Weapon Attack: +18 to hit, Range 100/100,000 ft., one target. Hit 270 (60d8) force damage plus 27 (6d8) fire damage and 27 (6d8) necrotic damage. If the target is a creature, then Calamitas can spend her bonus action to launch the creature. A creature that is launched must succeed on a DC 28 Strength saving throw or be flung 1000 feet away in a direction of Calamita’s choice and be pinned to a solid wall or floor that the creature hits.
Hellish Wrath (Recharge 5-6). Calamitas releases a bullet hell of brimstone and hexes around her. Each creature of Calamita’s choice within 1000 feet of her must make a DC 24 Constitution saving throw, taking 263 (25d20) fire damage, plus 263 (25d20) necrotic damage and being blinded until magic such as the lesser restoration spell cures the blindness on a failed save, or take half as much damage and not being blinded on a success.
Calamitas can take 5 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. Calamitas regains spent legendary actions at the start of her turn.
Universal Shift. Calamitas magically teleports, along with any equipment she is wearing or carrying, to any place she wishes.
Infernal Magic. Calamitas makes a melee attack, and can use rechargeable melee attacks if available. Instead of making a melee attack, she can cast one of her at-will spells.
Brimstone Gigablast (Costs 2 Actions). Calamitas conjures a blast of hellish magic and brimstone in a 100-foot cone. Each creature of Calamita’s choice in that area must make a DC 24 Dexterity saving throw, taking 55 (10d20) fire damage and 55 (10d10) necrotic damage on a failed save, or half as much damage on a successful save.
Description
Among the patrons of the tavern, you see a grey skinned tiefling woman with long white hair and orange eyes - garbed in a elegant dark red robe adorned with faded gold pointers on their sleeves, leggings, and shoes. Upon catching sight of you and your companions, the woman hands some coins to the bartender, before she puts her index and middle fingers on her head before flickering and vanishing into thin air - leaving no trace of herself behind.
“You seem so confident, even though though you are painfully ignorant of what has yet to transpire.”
Calamitas true name is unknown. She was born in a mountainous region of the First World to a family of extremely skilled mages whose destructive powers rivaled those of eldritch demigods. They taught her how to master the vehement and volatile natures of dark magic, without giving in to the negative emotions that these powers can inflict upon the wielder. "The dark is within all of us, but when gazing into darkness the darkness also gazes into you," her father told her, quoting a famous philosopher.
However, one morning, after a particularly heated clash with a rivaling faction, Calamitas woke up to find her parents and siblings dead, hung on crucifixes by an angry mob. Filled with hatred and rage, Calamitas forgot what her parents had taught her, and brought devastation Filled with hatred and rage, Calamitas forgot what her parents had taught her, and brought devastation upon the mob, burning them with hellfire and teleporting them to the Nine Hells to be tortured for eternity.
Calamitas, defeated and sobbing, retreated to her now-vacant cave carved out in the mountainside, taking to practicing the magic of necromancy in order to revive her parents and two brothers. After her success in bringing back her siblings she heard an ethereal and almost-mesmerizing voice telling her to seek refuge in the jungle - where the capital of the First World was. Following this, Calamitas, entranced by some unknown force, made her way to the Capital, where the Lord Yharim (aka the Godseeker), the man who had spoken to her, resided.
He had felt her mastery over the arcane due to her immense and manic outburst of destructive power. He eventually recruited her into his army after several long and persuasive talks over what truly matters in their world. When Amidias refused to help Yharim in a ritual, to awaken a slumbering elder evil, Yharim had Calamitas incinerate the oceans as her first mission, thus causing the Desert Scourge to go on a rampage.
But, somewhere deep down in her psyche, the good in Calamitas still existed. Weeks passed, and each day she argued more and more with herself over what was necessary to achieve a goal, and ultimately began distrusting the Godseeker. One day, Calamitas met with the Godseeker and attempted to convince him that his logic is flawed. The Godseeker heard none of it, and sent her immediately out of his throne room.
That very same day, Calamitas betrayed the Godseeker by unleashing a Warforged Colossus. The Golem rampaged through the temple, distracting the Godseeker and his soldiers. Calamitas used this time to sneak up to the Godseeker's throne and procured a few documents containing some helpful information on the Godseeker's most valiant opponents, Braelor and Statis.
When the Godseeker obliterated the Colossus, he cursed Calamitas for her betrayal. Due to her being a fair distance away the curse had a lessened impact on her, but it still managed to worm its way into her mind. Over time the curse slowly drove her mad, and ultimately she ended up returning to the Godseeker's side after the deaths of Braelor and Statis. The Godseeker had since removed the curse in exchange for her infallible servitude and unimaginable cruelty towards his opponents.
Ideal. “Many seasons have gone by since I first joined the tyrant, and only recently did I break free. I wish I’d been stronger - for there are people whose souls are in peril. No matter how vile, everyone deserves a chance to find goodness in themselves, and be spared from the horror I’ve experienced - for that can allow me to protect what remains and prevent further ruin.
Bond. “When I was given sanctuary, I witnessed compassion that I had never had experienced before. As much as I don’t understand that level of kindness - I quite like it. Even if I can’t experience that, I seek to learn the true origins and purpose of my power, for I hope that may reveal a way to end war forever.”
Flaw. “Though I’m haunted by my guilt more than I’d like to admit, I cannot refuse a game or gamble - and everyone who harnesses great power wields it for no one for themselves.”
Lair and Lair Actions
Calamitas’s lair is such different than that of other creatures, only 5000 feet, centered on herself, which moves with her. She can activate or deactivate her lair as a bonus action.
In her lair, Calamitas has access to her lair actions. Her lair also has unique traits.
Lair Actions (Calamitas)
On initiative count 20 (losing initiative ties), Calamitas takes a lair action to cause one of the following magical effects. Calamitas cannot use the same effect two rounds in a row:
Calamitas chooses one creature and attempts to hex them with forbidden magic, driving weaker minds insane. A creature of her choice must make a DC 28 Wisdom saving throw or be subject to the spell feeblemind. The creature can take a saving throw at the start of their turn to end the effect on themselves, if they succeed. Should a creature fail this saving throw three consecutive times, they must succeed on a DC 28 Wisdom saving throw or die instantly.
Calamitas rips a hole in the world and summons up to twenty elementals, fiends, or undead of her choice. The elementals, fiends, or undead must both be CR 35 or less.
Calamitas summons a gargantuan meteor, which hits the ground and explodes, centered on a point that she can see within her lair. Each creature of Calamita’s choice in a 1000 foot radius sphere, centered on that point, must make a DC 28 Constitution saving throw. On a failed save, a creature takes 350 (100d6) fire damage and 350 (100d6) bludgeoning damage and is knocked unconscious. On a successful save, a creature takes half as damage and is not knocked unconscious. This ignores resistances unless otherwise noted.
Regional Effects
The region where Calamita’s lair resides, is infused with her magic, which creates one or more of the following effects, so long as Calamita’s lair is active:
All lights, unless magical, within 1 mile of Calamitas die out, while magical light within 1 mile is considered dim light. Any light, even magical ones, that is within 1 mile of Calamitas is considered dim light as long as it is within her lair. If there is no light present, creatures are under magical darkness.
An eerie red sky without stars or clouds lightly obscures the land within 6 miles of Calamita’s lair. Additionally, the air within 6 miles of the lair is supernaturally warm and smells of brimstone and sulfur.
Intelligent creatures within 6 mile of Calamita’s lair are wracked with inexplicable dread. Even nonsensical matters suddenly seem life-threatening.