Medium Humanoid (Tabaxi), Lawful Evil
Armor Class 19 Mage Armor
Hit Points 290 (20d8 + 180)
Speed 40 ft., Climb 30 ft., Fly 60 ft.
STR
12 (+1)
DEX
18 (+4)
CON
20 (+5)
INT
16 (+3)
WIS
18 (+4)
CHA
22 (+6)
Saving Throws DEX +10, CON +11, WIS +10, CHA +12
Skills Acrobatics +13, Arcana +11, Deception +13, Insight +10, Perception +10, Persuasion +13, Stealth +13
Damage Resistances Cold, Fire, Lightning; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Necrotic, Poison
Condition Immunities Charmed, Frightened, Poisoned
Senses Darkvision 120 ft, Passive Perception 19
Languages Draconic, Elvish, Infernal, Primordial, Telepathy Common, Elvish, Infernal, Sylvan
Challenge 18 (20,000 XP)
Proficiency Bonus +6
Traits

 

Innate Spellcasting. Calypso's innate spellcasting ability is Charisma (spell save DC 21, +13 to hit with spell attacks). She can innately cast the following spells, requiring no material components:

  • At will: detect magic, disguise self, mage armor, silence
  • 3/day each: counterspell, dimension door, greater invisibility, scrying
  • 1/day each: dominate person, dream, plane shift

Shadow Step. As a bonus action, Calypso can teleport up to 60 feet to an unoccupied space she can see that is in dim light or darkness. She then has advantage on the first melee attack she makes before the end of the turn.

Assassinate. During her first turn, Calypso has advantage on attack rolls against any creature that hasn’t taken a turn. Any hit Calypso scores against a surprised creature is a critical hit.

Sneak Attack (1/Turn). Calypso deals an extra 35 (10d6) damage when she hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of Calypso that isn’t incapacitated and Calypso doesn’t have disadvantage on the attack roll.

Evasion. If Calypso is subjected to an effect that allows her to make a Dexterity saving throw to take only half damage, she instead takes no damage if she succeeds on the saving throw, and only half damage if she fails.

Uncanny Dodge. When an attacker that Calypso can see hits her with an attack, she can use her reaction to halve the attack’s damage against her.

Shadowy Escape. When Calypso is reduced to 0 hit points, she can drop to 1 hit point instead. Once she uses this feature, she can’t use it again until she finishes a long rest.

Actions

Multiattack. Calypso makes three attacks with her Shadow Blades.

Shadow Blades. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 12 (1d8 + 6) piercing damage plus 21 (6d6) necrotic damage.

Teleporting Strike (Recharge 5-6). Calypso magically teleports to an unoccupied space she can see within 60 feet and makes a melee weapon attack against a creature within 5 feet of that space. On a hit, the target must succeed on a DC 21 Wisdom saving throw or be stunned until the end of its next turn.

 

Bonus Actions

Cunning Action. Calypso can take the Dash, Disengage, or Hide action as a bonus action on each of her turns.

Shadow Step. As a bonus action, Calypso can teleport up to 60 feet to an unoccupied space she can see that is in dim light or darkness. She then has advantage on the first melee attack she makes before the end of the turn.

Teleporting Strike (Recharge 5-6). As a bonus action, Calypso can magically teleport to an unoccupied space she can see within 60 feet and make a melee weapon attack against a creature within 5 feet of that space. On a hit, the target must succeed on a DC 21 Wisdom saving throw or be stunned until the end of its next turn.

Invoke Dread. Calypso can use a bonus action to invoke a presence of fear, causing one creature she can see within 30 feet to make a DC 21 Wisdom saving throw or become frightened of her until the end of her next turn.

Shadowy Retreat. As a bonus action, Calypso can turn invisible until the start of her next turn, or until she makes an attack or casts a spell.

Reactions

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

Unseen Passage. When a creature Calypso can see within 60 feet of her casts a spell, she can use her reaction to turn invisible until the start of her next turn.

Legendary Actions

Calypso 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. Calypso regains spent legendary actions at the start of her turn.

Attack. Calypso makes a weapon attack.

Teleport. Calypso magically teleports, along with any equipment she is wearing or carrying, up to 60 feet to an unoccupied space she can see.

Shadow Veil (Costs 2 Actions). Calypso creates a veil of shadows around herself, granting her advantage on all Dexterity (Stealth) checks and Dexterity saving throws until the start of her next turn.

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

Formerly a tabaxi spy and assassin for the Brotherhood of Balance, Calypso revoked her oath to Pelor and devoted herself entirely to Mephistopholes. She is not a warden of the Reapers, but rather Mephisopholes’ right hand, doing his bidding and unknown to the three Wardens. While they command reaper forces and wage war and lead the charge on the gates, Calypso is present to enforce Mephisto’s will in secret. Entirely in the shadows, she can appear and disappear at will, and can be hidden whenever she wants. She has the ability to communicate telepathically and enter dreams of those she wishes to influence. She is not motivated by power, wealth, or revenge. She is the most fearsome of Mephistopheles’s agents because she is totally unattached to any material things. She is fully consumed with a love for Mephisto and would do whatever he tells her without question.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

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