Calypso, the Night Stalker (5e Creature)

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Medium humanoid (Tigerfolk), lawful neutral


Armor Class 19
Hit Points 225 (30d8 + 90)
Speed 30 ft


STR DEX CON INT WIS CHA
15 (+2) 24 (+7) 17 (+3) 12 (+1) 12 (+1) 16 (+3)

Saving Throws Dex +13, Con +9, Cha +9
Skills Acrobatics +19, Deception +9, Intimidation +15, Perception +7, Sleight of Hand +19, Stealth +19
Damage Resistances Non-magical B/P/S, Fire
Damage Immunities Poison, Acid, Lightning
Condition Immunities Blinded, Poisoned
Senses passive Perception 11
Languages — Common, orcish, elvish, giant, dwarvish, sylvan, draconic, and infernal
Challenge 18 (20,000 XP)


Feature Name. Feature description

ACTIONS

Blood Dagger Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 12 (1d4 + 9) Piercing damage. On a hit the target must make a DC 17 constitution saving throw. On a failed save, the targets wound hemorrhages and the target takes an extra 3d8 piercing damage, on a successful save you take no extra damage. If the save is failed three times by a single target, the target takes a level of exhaustion.

Elephant Rifle Ranged Weapon Attack: +14 to hit, reach 40/60 ft., one target. Hit: X (2d10 + 9) piercing damage.

Eraser Cannon Ranged Weapon Attack: +14 to hit, reach 90/120 ft., one target. Hit: 70(8D8) Fire + (6d8) Thunder damage. Calypsos metal arm transforms into a large cannon and fires off an extremely powerful blast of energy When fired, wherever the blast lands, everyone in a 30 foot radius must make a DC 17 dexterity saving throw, on a failed save the target takes 30 (6d8) Thunder damage and is knocked back 10 feet, on a successful save, they take half damage and are not moved. Calypso may only use this once a week, then it must recharge.


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