Inner Hatred. If Calinora take 40 damage or more of any type except for psychic on a single turn, her armour is breached and the energy within is released. All creatures within 30 feet of her must make a Constitution saving throw. On a failure the creatures take 10 (3d6) fire damage plus 10 (3d6) cold damage, and take half on a success.
Innate Spellcasting. Calinora's spellcasting ability is Charisma (spell save DC 23}. She can innately cast the following spells, requiring no material components:
At will: compelled duel, crown of madness, detect magic, dispel magic, enemies abound
3/day each: counterspell, hunter's mark, ice storm, locate creature, telekinesis,
1/day each: hold monster, incendiary cloud
Legendary Resistance (3/day). lf Calinora fails a saving throw, she can choose to succeed instead.
Magic Weapons. Calinora's weapon attacks are magical.
Magic Resistance. Calinora has advantage on saving throws against spells and other magical effects.
Regeneration. Calinora regains 20 hit points at the start of her turn. If she takes radiant damage, this trait doesn't function at the start of her next turn. Calinora dies only if she starts her turn with 0 hit points and doesn't regenerate.
Multiattack. Calinora attacks twice with Vicious Cycle.
Vicious Cycle (Greatsword). Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 23 (4d6 + 9) slashing damage plus 10 (3d6) force damage.
Teleport. Calinora magically teleports, along with any equipment she is wearing or carrying, up to 120 feet to an unoccupied space she can see.
Calinora 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. Calinora regains spent legendary actions at the start of her turn.
Attack. Calinora makes an attack with Vicious Cycle.
Hateful Blast. (Costs 2 Actions) Calinora releases a wave of energy from her helmet in a 60-foot cone. Each creature in the area must make a DC 22 Dexterity saving throw, taking 9 (2d8) cold damage and 9 (2d8) fire damage on a failed save, or half as much on a success.
Rush. (Costs 2 Actions) Calinora moves up to her speed and makes an unarmed strike (+16 to hit) against a creature at the end of her movement. On a hit, the target takes 10 (3d6) bludgeoning damage and, if they are a Huge or smaller creature, must succeed on a DC 24 Strength saving throw or be pushed up to 15 feet away and fall prone.
Description
The Demon Queen of Vengeance, Butcher of the Abyss, the Demon of Fire and Ice:
Once a human woman living in a peasant village, Calinora’s world was destroyed when a horde of demons escaped into the Material Plane and killed everyone she had ever known; including her husband and two children. Calinora dedicated her life to destroying demons by training in the martial and magical arts. She travelled the world, working with allies to close entrances to the Abyss at all cost and slaughter the monsters that escape into their world. But this was not enough.
After decades of hunting and growing in power, Calinora used a dark ritual that sacrificed the souls of her adventuring party to enter the Abyss and bring the fight to the demons. The souls allowed her to spend a hundred years wading through demon blood and conquering the Abyss. But the malevolent chaos of the plane cannot be resisted. Her century of conquest twisted her and reflected her obsession with vengeance onto her form. Her flesh faded away, leaving a swirling void of fire and ice within her blackened armour. Calinora became what she despised; a demon, and after centuries of carving a bloody domain in the Abyss, she rose to the status of a demon prince.
The Demon Queen of Vengeance allows lesser demons to live only in order to use them as fodder to kill other demon princes. In dreams, she visits her former home plane to create warlocks that embark on never-ending quests for revenge.
Lair and Lair Actions
Calinora's lair is in the frozen volcano of Calamity, located in the centre the Killing Wastes; her layer of the Abyss. Corridors have been burrowed into the ice and stone that connect gigantic rooms flooding with lava and traps. Calamity is normally empty of demons, save for Calinora herself. Her hoard stays outside of the volcano unless summoned by her.
Calinora's challenge rating is 26 in her lair.
Lair Actions
On initiative count 20 (losing initiative ties), Calinora takes a lair action to cause one of the following effects; Calinora can’t use the same effect two rounds in a row:
- A 20 foot sided square of ground that Calinora chooses grows razor sharp spikes. Creatures that start their turn in this area, or try to move through it must make a DC 20 saving throw or take 12 piercing damage and have their movement reduced by 10 until they regain hit points. This square disappears at the end of the turn order.
- Calinora chooses one humanoid within the lair and creates a phantasm of their archenemy. The phantasm has half the hit points of the real archenemy, it can use any actions the enemy can and has its other stats. If the real archenemy has legendary actions or actions that require a legendary or artifact item, the phantasm cannot use these actions. The phantasm disappears at the end of the turn order or if it is reduced to zero hit points and cannot regenerate.
Regional Effects
The region containing a legendary Calinora's lair is warped by her magic, which creates one or more of the following effects:
- The temperatures within 1 mile of the lair change from extreme cold to extreme heat or vica versa every 5 hours.
- The flames that dot the frozen landscape will randomly jump at passersby.
- If a humanoid spends at least 1 hour within 1 mile of the lair, that creature must succeed on a DC 23 Wisdom saving throw or descend into a madness determined by the Madness of Calinora table. A creature that succeeds on this saving throw can't be affected by this regional effect again for 24 hours.
If the Calinora dies, these effects fade over the course of 1d10 days.
Madness of Calinora
If a creature goes mad in Calinora's lair or within line of sight of the demon lord, roll 1d100 on the Madness of Calinora table to determine the nature of the madness, which is a character flaw that lasts until cured. See the Dungeon Master's Guide for more on madness.
01-20 "I am willing to sacrifice anyone to achieve my goals. No matter how petty they are."
21-40 "I am wracked by nightmares of those who have wronged me, and I repeat their names while I rest."
41-60 "The smallest insult to me is worthy of bloody vengeance."
61-80 "Negotiations are for weaklings. Others can give me what I want, or I can take it from them."
81-00 "I drink the blood of every demon that I slay.
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