Large Beast, Unaligned
Armor Class 16 (natural armor)
Hit Points 94 (9d10 + 45)
Speed 40 ft., Fly 60 ft.
STR
20 (+5)
DEX
15 (+2)
CON
21 (+5)
INT
3 (-4)
WIS
16 (+3)
CHA
10 (+0)
Saving Throws STR +8, CON +8
Damage Vulnerabilities Acid, Fire
Damage Immunities Force, Necrotic, Poison, Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Adamantine
Senses Darkvision 120 ft., Passive Perception 16
Languages Understands the languages of its creator but can't speak
Challenge 8 (3,900 XP)
Proficiency Bonus +3
Traits

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.

Actions

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.

Gymsocks

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