Magic Resistance. The Callico Jim has advantage on saving throws against spells and other magical effects.
Rejuvenation. if Jim is Destroyed, he will respawn in the secret grotto after 24 hours, and need to be resummoned. Jim will not be hostile after being resummoned.
Ethereal Sight. Calico Jim can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa.
Incorporeal Movement. Calico Jim can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.
Multiattack. Callico Jim can use His Dreadful Glare and makes one attack with its spectral claws.
Spectral Claws. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (3d6 + 4) Slashing damage plus 21 (6d6) necrotic damage. If the target is a creature, it must succeed on a DC 16 Constitution saving throw or be cursed with Calico's Fate. The cursed target can't regain hit points, and its hit point maximum decreases by 10 (3d6) for every 24 hours that elapse. If the curse reduces the target's hit point maximum to 0, the target dies, and its body turns to dust. The curse lasts until removed by the remove curse spell or other magic.
Etherealness. Calico Jim enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can't affect or be affected by anything on the other plane.
Dreadful Glare. Calico Jim targets one creature it can see within 60 feet of it. If the target can see the Calico Jim, it must succeed on a DC 16 Wisdom saving throw against this magic or become frightened until the end of the his next turn. If the target fails the saving throw by 5 or more, it is also paralyzed for the same duration. A target that succeeds on the saving throw is immune to the Dreadful Glare for the next 24 hours.
Possession (Recharge 6). One humanoid that Calico Jim can see within 5 feet of it must succeed on a DC 13 Charisma saving throw or be possessed by Calico Jim; he then disappears, and the target is incapacitated and loses control of its body. Calico Jim now controls the body but doesn't deprive the target of awareness. Calico Jim can't be targeted by any attack, spell, or other effect, except ones that turn undead, and it retains its alignment, Intelligence, Wisdom, Charisma, and immunity to being charmed and frightened. It otherwise uses the possessed target's statistics, but doesn't gain access to the target's knowledge, class features, or proficiencies.
The possession lasts until the body drops to 0 hit points, Calico Jim ends it as a bonus action, or he is turned or forced out by an effect like the dispel evil and good spell. When the possession ends, Calico Jim reappears in an unoccupied space within 5 feet of the body. The target is immune to Calico Jim's and any other Ghosts Possession for 24 hours after succeeding on the saving throw or after the possession ends.
Horrifying Visage. Each non-undead creature within 60 feet of Calico Jim that can see it must succeed on a DC 13 Wisdom saving throw or be frightened for 1 minute. If the save fails by 5 or more, the target also ages 1d4 × 10 years. A frightened target can repeat the saving throw at the end of each of its turns, ending the frightened condition on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to Calico Jims Horrifying Visage for the next 24 hours. The aging effect can be reversed with a greater restoration spell, but only within 24 hours of it occurring.
Calico Jim 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. Calico Jim regains spent legendary actions at the start of its turn.
Attack. Calico Jim makes one attack with its Spectral Claws or uses its Dreadful Glare.
Blinding Dust. Blinding dust and sand swirls magically around Calico Jim. Each creature within 5 feet of Calico Jim must succeed on a DC 16 Constitution saving throw or be blinded until the end of the creature's next turn.
Blasphemous Word (Costs 2 Actions). Calico Jim utters a blasphemous word. Each non-undead creature within 10 feet of Calico Jim that can hear the magical utterance must succeed on a DC 16 Constitution saving throw or be stunned until the end of the Calico Jims next turn.
Channel Negative Energy (Costs 2 Actions). Calico Jim magically unleashes negative energy. Creatures within 60 feet of the Jim, including ones behind barriers and around corners, can't regain hit points until the end of his next turn.
Lair and Lair Actions
Calico Jim's Lair
Calico Jim watches over his tomb that is protected by lesser undead and rigged with traps. Hidden in this temple is the sarcophagus where a mummy lord keeps its greatest treasures.
A mummy lord encountered in its lair has a challenge rating of 16 (15,000 XP).
Lair Actions
On initiative count 20 (losing initiative ties), the mummy lord takes a lair action to cause one of the following effects; the mummy lord can’t use the same effect two rounds in a row.
- Each undead creature in the lair can pinpoint the location of each living creature within 120 feet of it until initiative count 20 on the next round.
- Each undead in the lair has advantage on saving throws against effects that turn undead until initiative count 20 on the next round.
- Until initiative count 20 on the next round, any non-undead creature that tries to cast a spell of 4th level or lower in the mummy lord’s lair is wracked with pain. The creature can choose another action, but if it tries to cast the spell, it must make a DC 16 Constitution saving throw. On a failed save, it takes 1d6 necrotic damage per level of the spell, and the spell has no effect and is wasted.
Regional Effects
Calico Jim's tomb is warped in any of the following ways by the creature’s dark presence:
- Divination spells cast within the lair by creatures other than the Calico Jim have a 25 percent chance to provide misleading results, as determined by the DM. If a divination spell already has a chance to fail or become unreliable when cast multiple times, that chance increases by 25 percent.
- A creature that takes treasure from the lair is cursed until the treasure is returned. The cursed target has disadvantage on all saving throws. The curse lasts until removed by a remove curse spell or other magic.
If Calico Jim is destroyed, these regional effects end immediately.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
10/18/2019 6:04:32 PM
|
8
|
1
|
1
|
Coming Soon
|
Comments