Divine Weapons. Calix's weapon attacks are magical. When Calix hits with any weapon, the weapon deals an extra 4d8 radiant damage (included in the attack).
Innate Spellcasting. Calix's spellcasting ability is Charisma (spell save DC 17). Calix can innately cast the following spells, requiring only verbal components:
At will: detect evil and good, light, mage hand, message, prestidigitation
2/day each: arcane eye, detect magic, detect thoughts, fly, lightning bolt, locate object, mage armor, rary's telepathic bond
1/day each: commune, raise dead, true seeing
Magic Resistance. Calix has advantage on saving throws against spells and other magical effects.
Multiattack. Calix makes two melee attacks and uses Threads of Destiny
Nimoiras. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 6) piercing damage plus 18 (4d8) radiant damage. Additionally, the first time Calix misses with an attack roll on his turn he may choose to hit instead.
Threads of Destiny. Melee Weapon Attack: +10 to hit, reach 50 ft., one creature. Hit: The target is grappled(escape DC 15). Until the grapple ends, the target is restrained and has disadvantage on Strength checks and Strength saving throws. Multiple creatures can be affected by this ability simultaneously.
Overwhelming Revelation (Recharge 5-6). Calix magically creates a burst of illumination in a 10-foot-radius sphere centered on a point within 120 feet of it. Each creature in that area must make a DC 15 Wisdom saving throw. On a failed save, the creature takes 45 (10d8) psychic damage and is stunned until the end of Calix's next turn. On a successful save, the creature takes half as much damage and isn't stunned.
Portent (4/day). When Calix or a creature he can see makes an attack roll, a saving throw, or an ability check, Calix rolls a d20 and chooses whether to use that roll in place of the d20 rolled for the attack roll, saving throw, or ability check.
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