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.
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
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
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
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 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.