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.
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.
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.
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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