Medium Humanoid
Armor Class 17
Hit Points 224 (25d12)
Speed
STR
15 (+2)
DEX
20 (+5)
CON
16 (+3)
INT
12 (+1)
WIS
17 (+3)
CHA
11 (+0)
Saving Throws STR +7, DEX +20, CON +9, INT +11, WIS +9, CHA +3
Skills Athletics +7, Sleight of Hand +11, Stealth +11
Condition Immunities Charmed, Frightened
Gear Potion of Invisibility x2, Potion of Growth, Potion of Healing x2, Potion of Pugilism
Senses Passive Perception 13
Languages --
Challenge 8 (3,900 XP)
Proficiency Bonus +3
Traits

Charge attack. If you move at least 10 feet in a straight line toward a target immediately before hitting it with a melee attack roll as part of the Attack action, choose one of the following effects: gain a 1d8 bonus to the attack’s damage roll, or push the target up to 10 feet away if it is no more than one size larger than you. You can use this benefit only once on eWhen you

Improved Dash. When you Dash, your Speed increases by 10 ft. for that action.

Blood Maledict.(4/4) You can invoke a blood curse a number of times per short rest based on your level. Before it affects the target, you can choose to amplify the curse. An amplified curse gains an additional effect noted in the curse's description. Amplifying a curse causes you to take 1d10 points of necrotic damage that cannot be reduced in any way.

-Blood Curse of the Haunted

-Blood Curse of the Eyeless

Haunted Regeneration: At the start of each of Calderon's turns when he has at least 1 hit point but fewer hit points than half his hit point maximum, he regains 4 Hp.

Actions

Multiattack. Calderon makes two predatory strikes

Predatory Strike. Unarmed melee attack +11 to hit, reach 5 ft, one target. Hit: (1d8+6), if Crimson Rite is active target takes an additional (1d10) damage of the type determined by the chosen rite. 

Blood Curse of the Haunted. As an action, Calderon unleashes a bloodcurdling roar. Each creature within 60 ft. that can hear you must succeed on a WIS saving throw (DC 17) or become frightened of you until the end of your next turn. If a creature fails the saving throw by 5 or more, it is stunned while frightened. If the creature succeeds on its saving throw, then it’s immune to this blood curse for 24 hours. You can choose any number of creatures you see to be unaffected by the howl.

Bonus Actions
Crimson Rite. As a bonus action, Calderon can activate any rite he knows on a his fists and can only hold one active rite at a time. When activated, Calderon takes 1d10 necrotic damage which can't be reduced in any way.
 
While this rite is active, attacks made are magical, dealing an additional 1d10 damage of the type determined by the chosen rite. The rite’s effect lasts until Calderon finishes  a short/long rest and other creatures cannot gain the benefit of your rite.
Rite of the Roar: Thunder Damage
Rite of the Oracle: Psychic Damage
 
 Predatory Strike. Unarmed melee attack +11 to hit, reach 5 ft, one target. Hit: (1d8+6), if Crimson Rite is active target takes an additional (1d10) damage of the type determined by the chosen rite. Activate only if Calderon has hit a target once already during his turn.
Reactions
Blood Curse of the Eyeless. When a creature you see within 30 ft. of you makes an attack, you can use your reaction to roll 1d10 and subtract the result from the creature's attack roll. You can choose to use this feature after the creature's roll but before the DM determines whether the attack hits or misses. Creatures immune to the Blinded condition are immune to this curse.

Amplify. You apply this curse to all of the creature's attacks until the end of its turn, rolling separately for each attack.

Summon Beast. Once per long rest, Calderon can use an actions to summon his beast. This creature has the same initiative as Calderon and takes its turn after him.

Legendary Actions

Calderon can take 6 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. Calderon regains spent legendary actions at the start of his turn.

Quick Step. Calderon moves up to his speed without provoking opportunity attacks

Predatory (Costs 2 Actions). Calderon makes one predatory strike.

Transform (Costs 3 Actions). Calderon transform's into his Hybrid Form. This affect lasts until Calderon falls unconscious or drops the affect voluntarily. This legendary action can only be made if Calderon's Hit Points drop below half of his total HP. 

Description

Enter a general description for your monster here.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

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