Medium Humanoid (Tabaxi), Chaotic Neutral
Armor Class 25 Machina Limbs, Duelist Reflexes
Hit Points 410 (33d8 + 264)
Speed 60 ft., Climb 40 ft.
STR
20 (+5)
DEX
28 (+9)
CON
22 (+6)
INT
18 (+4)
WIS
18 (+4)
CHA
22 (+6)
Saving Throws DEX +32, CON +26, INT +22, CHA +26
Skills Acrobatics +16, Athletics +12, Deception +13, Insight +11, Perception +11, Performance +13, Sleight of Hand +16, Stealth +16
Damage Resistances Fire, Lightning, Thunder
Condition Immunities Prone
Gear Triple-reinforced machina limbs, Steam-reactor pirate coat, Pressure valve harness, Magnetic grappling belt, Shock-resistant captain boots, Queenbreaker Rapier, Wrist-mounted grapple launchers, Steam pressure grenades, Emergency repair injector kits, Overclock reactor cores
Senses Darkvision 120, Passive Perception 21
Languages Common, Thieves' Cant
Challenge 21 (33,000 XP)
Proficiency Bonus +7
Traits

Machina Prosthetics

Calypso’s prosthetic limbs are magical constructs powered by steam-pressure reactors.

Her prosthetics:

  • count as magical weapons
  • cannot be forcibly removed
  • grant immunity to being knocked prone
  • increase jump distance by 40 feet

Predator’s Momentum

Whenever Calypso moves at least 20 feet before attacking:

  • attacks deal an additional 14 (4d6) damage
  • opportunity attacks against her are made with disadvantage

Feline Reflex Matrix

Calypso may take:

  • 3 reactions per round
  • but only 1 per turn

Duelist Supreme

When a creature misses Calypso with a melee attack:

  • Calypso may move 10 feet
  • without provoking opportunity attacks

Steam Pressure Engine

At the start of each turn, Calypso gains one Pressure Die (d8), maximum 6.

She may spend Pressure Dice to:

  • increase damage
  • increase movement
  • activate special maneuvers

All Pressure Dice are lost if she becomes incapacitated.

Actions

Multiattack

Calypso makes five attacks:

  • four with Queenbreaker Rapier
  • one with Machina Limb Strike

Queenbreaker Rapier

Melee Weapon Attack: +16 to hit, reach 10 ft., one target.

Hit:
21 (2d10 + 10) piercing damage plus 13 (3d8) force damage.

If Calypso had advantage:

  • add Sneak Attack damage

Sneak Attack (1/Turn)

Calypso deals an additional:

  • 42 (12d6) damage

when she hits with advantage or an ally is within 5 feet of the target.


Machina Limb Strike

Melee Weapon Attack: +14 to hit, reach 10 ft.

Hit:
27 (4d8 + 9) bludgeoning damage plus 10 (3d6) thunder damage.

The target:

  • DC 23 Strength saving throw
  • or is launched 20 feet

Overclock Barrage

Calypso overloads her prosthetics and unleashes a blur of impossible attacks.

Choose one creature within 20 feet.

Kael makes:

  • six Queenbreaker Rapier attacks

against that creature.

After this action:

  • Calypso takes 14 (4d6) fire damage

from internal overheating.


Steamline Rush (Recharge 5–6)

Calypso rockets across the battlefield.

She moves up to 120 feet in a straight line.

Enemies she passes through:

  • DC 23 Dexterity saving throw

Failure:

  • 45 (10d8) slashing and thunder damage
  • knocked prone

Success:

  • Half damage

Grapple Cable Launcher

Ranged Weapon Attack: +14 to hit, range 60 ft.

Hit:
18 (4d6 + 4) piercing damage.

Target:

  • grappled (escape DC 21)
  • pulled up to 30 feet toward Calypso
Bonus Actions

Feline Dash

Calypso takes the Dash, Disengage, or Hide action.


Vent Steam

Calypso expels steam pressure.

Creatures within 10 feet:

  • DC 21 Constitution saving throw

Failure:

  • blinded until end of next turn

Success:

  • unaffected

Calypso also gains:

  • 20 temporary hit points

Pressure Overdrive

Calypso spends up to 3 Pressure Dice.

For each die spent:

  • gain +10 movement speed
  • add 1d8 damage to attacks this turn
Reactions

Perfect Parry

When hit by a melee attack:

  • reduce damage by 25

If reduced to 0:

  • Calypso immediately makes one rapier attack

Hydraulic Evasion

When forced to make a Dexterity save:

  • Calypso takes no damage on success
  • half damage on failure

Counter-Thrust

When a creature misses Calypso:

  • she makes one Queenbreaker Rapier attack

If the attack hits:

  • target’s speed becomes 0
Legendary Actions

Calypso can take 3 Legendary Actions.

Only one may be used at a time and only at the end of another creature’s turn.


Rapier Slash

Calypso makes one Queenbreaker Rapier attack.


Rocket Step

Calypso moves up to half her speed without provoking opportunity attacks.


Steam Burst (Costs 2 Actions)

Creatures within 15 feet:

  • DC 23 Dexterity saving throw

Failure:

  • 22 (5d8) fire and thunder damage
  • blinded

Success:

  • Half damage

Dance of the Iron Corsair (Costs 3 Actions)

Calypso moves up to her speed and makes:

  • three Queenbreaker Rapier attacks

against different creatures.


Legendary Reactions

(Custom mythic combat mechanic.)

Calypso has 3 Legendary Reactions per round.

She may use one whenever:

  • a creature misses her,
  • a creature moves within 20 feet,
  • or a ranged attack targets her.

Grapple Swing

Calypso moves up to 40 feet using a grapple cable.


Hydraulic Kick

One creature within 10 feet:

  • DC 23 Strength save

Failure:

  • 21 (6d6) bludgeoning damage
  • knocked prone

Flashstep Riposte

Calypso teleports behind the triggering creature and makes one rapier attack with advantage.

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

The first thing people notice is the ticking.
The second is the smile.

Calypso was once the deadliest duelist on the western seas, a laughing hurricane with a silver rapier and faster feet than reason itself. Then came the cannonfire, the shattered mast, and the long black water below.

Now she walks on screaming steam-powered prosthetics built from stolen war-tech and pirate ingenuity. Three artificial limbs hiss with pressure valves, vent sparks, and strike harder than siege engines. ⚙️🐈‍⬛

Her old grace remains.
It simply learned how to kill louder.

Personality Notes

Calypso laughs during combat like she’s hearing a private joke.

She treats her prosthetics as old drinking buddies:

“Lefty’s in a violent mood today. Best apologize quickly.” ⚙️🐈‍⬛

Despite her swagger, she privately fears becoming more machine than person.

The only thing she trusts completely anymore is the sound of her rapier leaving its sheath.

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.

Meattoast