Medium Undead, Lawful Neutral
AC 13 Natural    Initiative +3 (13)
HP 58 (13d8)
Speed
Mod Save
STR 6 −2 −2
DEX 16 +3 +3
CON 10 +0 +0
Mod Save
INT 18 +4 +7
WIS 15 +2 +5
CHA 13 +1 +1
Skills Arcana +7, History +10, Investigation +7, Religion +7
Resistances Acid, Cold, Fire, Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Immunities Necrotic, Poison; Charmed, Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained
Senses Darkvision 60 ft.; Passive Perception 12
Languages Celestial, Common
CR 4 (XP 1,100; PB +2)
Traits

Incorporeal Movement. Caldus can move through creatures and objects as if they were Difficult Terrain.  He takes 5 (1d10) Force damage if he ends his turn inside an object.

Perfect Recall. Caldus has advantage on Intelligence checks concerning the monastery, its books, its history, its rituals, or its inhabitants.

Library Authority. While inside the archive, Caldus knows whenever a book is removed from a shelf.

Actions

Spectral Rebuke. Melee Spell Attack: +6 to hit, reach 5 ft.  Hit: 13 (3d8) Psychic damage, and the target can't take Reactions until the start of its next turn.

Unacceptable Conduct (Recharge 5-6). Creatures of Caldus' choice within 20 feet that can hear him must make a DC 15 Wisdom saving throw.  On a failed save, a creature takes 14 (4d6) Psychic damage and has the Frightened condition until the end of its next turn.  On a successful save, it takes half damage.

Reactions

That Does Not Belong There! When a creature within 30 feet moves or manipulates an unattended object in the library, Caldus magically moves that object up to 20 feet to an unoccupied location he can see.

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

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

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.

jgordonoglan

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