Medium Humanoid, Chaotic Evil
Armor Class 17 (natural armor)
Hit Points 170 (20d8 + 54)
Speed 30 ft.
STR
14 (+2)
DEX
16 (+3)
CON
20 (+5)
INT
18 (+4)
WIS
14 (+2)
CHA
20 (+5)
Saving Throws CON +12, INT +11, WIS +9
Skills Arcana +19, History +12, Insight +9, Perception +9
Damage Resistances Necrotic
Condition Immunities Exhaustion, Paralyzed, Poisoned
Senses Truesight 120 ft., Passive Perception 19
Languages Common plus up to five other languages
Challenge 21 (33,000 XP)
Proficiency Bonus +7
Traits

Legendary Resistance (3/Day). If Caliban fails a saving throw, he can choose to succeed instead.

Bloody Rebuff
Prerequisite: 5th level
When you are the target of an attack, spell, or effect, you may use your reaction to deal necrotic damage to them equal to your Constitution modifier + your Charisma modifier.
Blood Armor
By controlling your own blood, you form a suit of armor around you made entirely of blood if you are wearing no armour as a bonus action. This suit of armor is considered to be light armor and has an AC of 12 + your Constitution modifier. You take necrotic damage equal to your level to form this armor for 8 hours.
Quick Recovery
As an action, you may spend a hit dice to heal yourself as if you had taken a short rest.
Carnage
Prerequisite: 11th level
Your attacks have become particularly savage. You gain a bonus equal to your Constitution modifier to your damage rolls belonging to melee weapons.

 

Actions

Blood Siphon for om nom nom slurpy slurps.

Sanguine Puppet for spooky spook blood control.

Spellcasting. Caliban is an 20th-level spellcaster. His spellcasting ability is Charisma(spell save DC 22, +12 to hit with spell attacks). He has the following warlock spells prepared:

0: Eldritch Blast, Mage Hand, Minor Illusion

1: Charm Person, Expeditious Retreat

2: Enthrall, Hold Person, Ray of Enfeeblement

3: Counterspell, Vampiric Touch, Fear

4: Banishment, Dimension Door

5: Contact Other Plane, Scrying

6: Mass Suggestion

7: Finger of Death, Plane Shift

8: Feeblemind, Power Word Stun

9: Power Word Kill

 

 

 

 

 

Legendary Actions

Caliban 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. He regains spent legendary actions at the start of his turn.

Cantrip. Caliban casts a cantrip.

Paralyzing Touch (Costs 2 Actions). Caliban uses his Paralyzing Touch.

Frightening Gaze (Costs 2 Actions). Caliban fixes his gaze on one creature he can see within 10 feet. The target must succeed on a DC 18 Wisdom saving throw against this magic or become frightened for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to the Caliban's gaze for the next 24 hours.

Disrupt Life (Costs 3 Actions). Each non-undead creature within 20 feet of the lich must make a DC 18 Constitution saving throw against this magic, taking 21 (6d6) necrotic damage on a failed save, or half as much damage on a successful one.

Lair and Lair Actions

A Lich’s Lair

A lich often haunts the abode it favored in life, such as a lonely tower, a haunted ruin, or an academy of black magic. Alternatively, some liches construct secret tombs filled with powerful guardians and traps.

Everything about a lich’s lair reflects its keen mind and wicked cunning, including the magic and mundane traps that secure it. Undead, constructs, and bound demons lurk in shadowy recesses, emerging to destroy those who dare to disturb the lich’s work.

A lich encountered in its lair has a challenge rating of 22 (41,000 XP).

Lair Actions

On initiative count 20 (losing initiative ties), the lich can take a lair action to cause one of the following magical effects; the lich can’t use the same effect two rounds in a row:

  • The lich rolls a d8 and regains a spell slot of that level or lower. If it has no spent spell slots of that level or lower, nothing happens.
  • The lich targets one creature it can see within 30 feet of it. A crackling cord of negative energy tethers the lich to the target. Whenever the lich takes damage, the target must make a DC 18 Constitution saving throw. On a failed save, the lich takes half the damage (rounded down), and the target takes the remaining damage. This tether lasts until initiative count 20 on the next round or until the lich or the target is no longer in the lich’s lair.
  • The lich calls forth the spirits of creatures that died in its lair. These apparitions materialize and attack one creature that the lich can see within 60 feet of it. The target must succeed on a DC 18 Constitution saving throw, taking 52 (15d6) necrotic damage on a failed save, or half as much damage on a success. The apparitions then disappear.
RocksAndRoles

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