Charge. If the Calamity moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra Hit: 14 (4d6) bludgeoning damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be knocked prone.
Immutable Form. The Calamity is immune to any spell or effect that would alter its form.
Spell Turning. The Calamity has advantage on saving throws against any spell that targets only the sentinel (not an area). If the sentinel's saving throw succeeds and the spell is of 4th level or lower, the spell has no effect on the sentinel and instead targets the caster.
Spiked Hide. The Calamity deals 1d8 fire damage to any creature restraining, grappling, or mounting if that creature is not its bonded companion.
Magic Weapons. The Calamity weapon attacks are magical.
Multiattack. The Calamity makes two ram attacks.
Ram. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 18 (3d8 + 5) bludgeoning damage.
Wave of Force (Recharge 5-6). The Calamity exhales energy in a 15-foot cone. Each creature in that area must make a DC 18 Dexterity saving throw, taking 40 (9d8) force damage on a failed save, or half as much damage on a successful one.
Comments