Large Construct, Lawful Neutral
Armor Class 20 natural
Hit Points 220 (20d12 + 4)
Speed 60 ft., Walk 40 ft.
STR
20 (+5)
DEX
14 (+2)
CON
20 (+5)
INT
16 (+3)
WIS
14 (+2)
CHA
16 (+3)
Saving Throws STR +9, CON +9, WIS +6, CHA +7
Skills Arcana +9, Insight +9, Investigation +9
Damage Resistances Lightning, Necrotic, Radiant, Thunder; Bludgeoning, Piercing, and Slashing from Magic Weapons
Damage Immunities Poison, Psychic
Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Poisoned
Senses Blindsight 60ft, Passive Perception 16
Languages Common, Draconic, Modron can speak Common, Modron and Draconic.
Challenge 12 (8,400 XP)
Proficiency Bonus +4
Traits

Arcane Reactor. Calimus is powered by a potent arcane reactor at its core, granting it enhanced magical abilities. As a bonus action, Calimus can overcharge its reactor, imbuing its next spell or breath weapon with additional power. When Calimus casts a spell of 1st level or higher or uses its breath weapon while its reactor is overcharged, the spell or breath weapon deals an additional 1d6 damage of the same type. After using this feature, Calimus must complete a short or long rest before it can use it again.

Immutable Form: Calimus is immune to any spell or effect that would alter its form.

Magic Resistance: Calimus has advantage on saving throws against spells and other magical effects.

Spellcasting: Calimus is a 10th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). Calimus has the following spells prepared:

  • Cantrips (at will): Mage Hand, Mending, Shocking Grasp
  • 1st level (4 slots): Shield, Thunderwave.Chromatic Sphere
  • 2nd level (3 slots): Gust of Wind, Shatter
  • 3rd level (3 slots): Lightning Bolt, Counterspell
  • 4th level (3 slots): Storm Sphere, Fabricate
  • 5th level (2 slots): Cone of Cold, Wall of Force

 

Actions

Multiattack: Calimus makes three attacks: one with its bite and two with its claws.

Bite: Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) piercing damage.

Claw: Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.

Tail Swipe (Recharge 5-6): Calimus swings its tail in a 15-foot cone. Each creature in that area must make a DC 17 Dexterity saving throw, taking 21 (4d8 + 3) bludgeoning damage on a failed save, or half as much damage on a successful one.

Breath Weapon (Recharge 5-6): Calimus exhales a blast of lightning in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 17 Dexterity saving throw, taking 45 (10d8) lightning damage on a failed save, or half as much damage on a successful one.

 

 

Bonus Actions

Enter the description for how bonus actions work for your monster here.

Reactions

Parry: Calimus adds 4 to its AC against one melee attack that would hit it. To do so, Calimus must see the attacker and be wielding a melee weapon.

Legendary Actions

Legendary Resistance (3/Day): If Calimus fails a saving throw, it can choose to succeed instead.

 

Mythic Actions

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

Calimus is covered in metal plating and mangles of wires, letting off a slight glow. He has six eyes that are crafted from magical gemstones. Calimus has scales made of an alloy created the finest metals. Calimus has multiple cogs and gears over it's body.

Lair and Lair Actions

Description: Calimus's lair lies within the heart of a vast clockwork fortress hidden amidst the gears and mechanisms of Mechanus. The fortress itself is a marvel of engineering, constructed from interlocking plates of metal and adorned with intricate patterns of gears and cogs. Massive clock towers rise high into the sky, their faces adorned with numerals that seem to shift and change with the passage of time.

Lair Actions: On initiative count 20 (losing initiative ties), Calimus can take a lair action to cause one of the following effects:

  1. Gear Barrage: Calimus activates hidden mechanisms within the lair, causing a barrage of spinning gears to erupt from the walls. Each creature within 20 feet of Calimus must make a DC 15 Dexterity saving throw, taking 2d8 slashing damage on a failed save, or half as much damage on a successful one.

  2. Temporal Distortion: Calimus manipulates the flow of time within the lair, causing the area to become distorted and unstable. Each creature within 30 feet of Calimus must succeed on a DC 15 Wisdom saving throw or be affected as if by the Slow spell 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.

  3. Clockwork Reinforcements: Calimus summons 1d4 modrons (CR 1/2) to aid it in battle. These modrons appear in unoccupied spaces within 60 feet of Calimus and act immediately, following Calimus's commands.

Regional Effects: The area surrounding Calimus's lair is influenced by his presence, creating the following effects:

  • Mechanical Aura: The sound of ticking gears fills the air within 1 mile of the lair, serving as a constant reminder of Calimus's presence. Creatures within this area have disadvantage on Wisdom (Perception) checks that rely on hearing.

  • Temporal Stability: Time flows differently within 1 mile of the lair, causing moments to stretch and compress in unpredictable ways. Spells that manipulate time, such as Haste or Slow, have their durations extended by 1 round while within this area.

  • Construct Guardians: Constructs and creatures with the Construct type become more active and aggressive within 1 mile of the lair. Constructs gain a +2 bonus to their attack rolls while within this area.

Lair Treasure: Within Calimus's lair, adventurers may find caches of valuable components, arcane devices, and ancient artifacts left behind by the modrons and other visitors to the fortress. These treasures may include rare metals, magical schematics, and even powerful artifacts related to time and magic.

Lair Challenge Rating Adjustment: The presence of Calimus's lair increases his challenge rating by 1, making him an even more formidable opponent for adventurers seeking to challenge him within his domain.

 
 
 

 

Previous Versions

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4/28/2024 1:44:57 PM
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Monster Tags: construct

Cuber_Wizard

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