← Humanoids | Car: Masquerade Forms
Callus
Medium Humanoid, NE
Armor Class 17 (studded leather armor)
Hit Points 105 (14d8+42)
Speed 35 ft.
STR
12 (+1)
DEX
20 (+5)
CON
16 (+3)
INT
14 (+2)
WIS
13 (+1)
CHA
16 (+3)
Saving Throws DEX +8, WIS +4
Skills Acrobatics +8, Deception +6, Intimidation +6, Perception +4
Senses Passive Perception 14
Languages Common, any two languages
Challenge 7 (2,900 XP) | Proficiency Bonus +3
Fancy Footwork. After the Callus makes a melee attack against a creature during his turn, that creature can't make opportunity attacks against him for the rest of that turn.
Evasion. If the Callus is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
Not Dead Yet (1/Day). When reduced to 0 hit points, the Callus drops to 1 hit point instead and immediately moves up to half his speed without provoking opportunity attacks.
Actions
Multiattack. The Callus makes three Rapier attacks.
Rapier. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) piercing damage.
Blinding Powder (2/Day). The Callus hurls a fistful of crushed glass and ash in a 15-foot cone. Each creature in the area must succeed on a DC 16 Constitution saving throw or be blinded for 1 minute. A blinded creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. A creature that fails by 5 or more also takes 7 (2d6) slashing damage as glass shards cut into its eyes.
Bonus Actions
Feint. The Callus chooses one creature within 5 ft. of him. He has advantage on his next attack roll against that creature this turn.
Reactions
Parry. The Callus adds 3 to his AC against one melee attack that would hit him. He must see the attacker and be wielding a melee weapon.
Legendary Actions
Callus can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Callus regains spent legendary actions at the start of his turn.
Reposition. The Callus moves up to half his speed.
Rapier Lunge (Costs 1 Action). The Callus makes one Rapier attack.
En Garde (Costs 2 Actions). The Callus makes one Rapier attack. If it hits, the target must succeed on a DC 16 Dexterity saving throw or have its speed reduced to 0 until the end of its next turn as the Callus pins it against the ship's railing.
Callus
The lord of Breakwater rules from the deck of his flagship, rapier in hand and a grin that never reaches his eyes. He has carved his reputation from the bones of rivals and the hulls of merchant vessels. When cornered, he fights like a cornered animal — beautiful, precise, and utterly without mercy.