Large unknown, Lawful Evil
Armor Class 20 Natural Armor
Hit Points 280 (20d10 + 120)
Speed 50 ft., Fly 80 ft.
STR
24 (+7)
DEX
20 (+5)
CON
22 (+6)
INT
16 (+3)
WIS
18 (+4)
CHA
24 (+7)
Saving Throws STR +12, DEX +10, WIS +9, CHA +12
Skills Arcana +0, Intimidation +0, Perception +0
Damage Resistances Cold, Fire, Lightning; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Necrotic, Poison, Radiant
Condition Immunities Charmed, Exhaustion, Frightened, Poisoned, Stunned
Senses Truesight 120 ft., Passive Perception 18
Languages Abyssal, Celestial, Common
Challenge 15 (13,000 XP)
Proficiency Bonus +5
Traits

Fallen Grace: When Calixtus deals radiant damage, he can choose to convert it into necrotic damage instead.

Wings of Dissonance: When Calixtus flies or dashes, creatures within 15 feet must make a DC 18 Constitution saving throw, taking 18 (5d6) radiant or necrotic damage on a failure.

Angelic Terror: When a creature first sees Calixtus, it must succeed on a DC 18 Wisdom saving throw or be frightened for 1 minute. A frightened creature can repeat the save at the end of each of its turns.

Corrupted Radiance: Any creature that heals hit points within 30 feet of Calixtus only regains half the amount.

Actions

 

Multiattack: Calixtus makes three attacks, choosing any combination of his Abyssal Greatsword, Claws of Ruin, and Celestial Ruin Beam.

Abyssal Greatsword: Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 24 (3d8 + 7) slashing damage plus 12 (3d6) radiant or necrotic damage.

Claws of Ruin: Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 18 (3d6 + 7) slashing damage. The target must succeed on a DC 18 Strength saving throw or be grappled and restrained (escape DC 18).

Celestial Ruin: Ranged Spell Attack: +10 to hit, range 60 ft., one target. Hit: 22 (4d8) radiant or necrotic damage.

Enthrall (Recharge 5-6): As an action Calixtus spreads his wings and releases his aura. Each creature within 30 feet must make a DC 18 Wisdom saving throw. On a failure, the creature becomes emthralled. The creature remains controlled until Calixtus is slain or he willingly releases them. There is no way to repeat the saving throw once the effect takes hold. The target's mind is completely reshaped by Calixtus' divine power. While controlled, the creature obeys Calixtus' mental commands without question, fights for him, and views him as their absolute master.

Corrupted Smite (Recharge 5-6): Calixtus releases a blast of corrupted celestial energy in a 60-ft. cone. Each creature in the area must make a DC 18 Dexterity saving throw, taking 42 (8d10) radiant or necrotic damage on a failure, or half as much on a success.

Bonus Actions

Divine Rejuvenation: As a bonus action, Calixtus regains 30 hit points.

Reactions

Reaction Name. Enter the description for your action.

Legendary Actions

Calixtus can take 3 legendary actions, choosing from the options below. Only one action can be used at a time, and only at the end of another creature’s turn.

  • Demonic Teleport.
    Calixtus teleports up to 60 feet to an unoccupied space he can see.

  • Dark Slash.
    Calixtus makes one Greatsword or Claw attack.

  • Wings of the Forsaken (Costs 2 Actions).
    A blast of dark wind and searing energy erupts from Calixtus’s wings. Creatures within 15 feet must make a DC 18 Strength saving throw, taking 10 (3d6) bludgeoning damage on a failure and being knocked prone; on a successful save, they take half damage and remain standing.

Mythic Actions

Mythic Action Name. 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

Enter a general description for your monster here.

Lair and Lair Actions

Eclipse Veil: The area is shrouded in unnatural twilight, causing all light sources to dim and flicker. Creatures in the area have disadvantage on saving throws against Calixtus' magic until the end of the next round.

Angelic Echoes: A distorted chorus of fallen angels fills the air. All creatures of Calixtus' choice within 30 feet must succeed on a DC 18 Wisdom saving throw or be dazed (they have disadvantage on attack rolls and ability checks) until the end of their next turn.

Abyssal Chains: Shadowy chains erupt from the ground, attempting to restrain up to two creatures of Calixtus' choice. Affected creatures must make a DC 18 Strength or Dexterity saving throw (their choice) to escape. The chains last until the start of Calixtus' next turn.

Previous Versions

Name Date Modified Views Adds Version Actions
2/1/2025 1:31:46 PM
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Coming Soon
Mirel

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