Caller in Darkness (5e Creature)

From D&D Wiki

Jump to: navigation, search

Caller in Darkness

Large undead, chaotic evil


Armor Class 13
Hit Points 60 (11d10)
Speed 0 ft., fly 60 ft. (hover)


STR DEX CON INT WIS CHA
7 (-2) 16 (+3) 10 (+0) 14 (+2) 14 (+2) 16 (+3)

Damage Resistances acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities cold, necrotic, poison
Condition Immunities charmed, exhaustion, frightened, grappled, paralysed, petrified, poisoned, prone, restrained
Senses darkvision 60 ft., passive Perception 12
Languages Common
Challenge 4 (1,100 XP)


Consume Life. As a bonus action, the caller in darkness can target one creature it can see within 5 feet of it that has 0 hit points and is still alive. The target must succeed on a DC 13 Constitution saving throw against this magic or die. If the target dies, the caller in darkness regains 10 (3d6) hit points.

Incorporeal Movement. The caller in darkness can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.

Innate Spellcasting (Psionics). The caller in darkness's spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring only verbal components:

At will: vicious mockery
3/day each: clairvoyance, detect magic, suggestion
1/day each: bestow curse, darkness, nondetection (self only)

Sunlight Weakness. While in sunlight, the caller in darkness has disadvantage on attack rolls, ability checks, and saving throws.

ACTIONS

Multiattack. The caller in darkness makes two attacks.

Touch. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 17 (4d6 + 3) necrotic damage.


Callers in darkness are repulsive undead formed from the fused consciousnesses of dozens of victims that died together and animated with reprehensible magic known only by the most depraved spellcasters. Formed from many wailing ephemeral faces, a caller in darkness rarely speaks coherently, but when it does, its words are filled with hatred. Animals flee and plants wither in its unnatural presence, and the favoured haunt of a caller in darkness is utterly devoid of life.

Undying Hatred. As long as the tortured psyches of a caller in darkness endure, it hates all life, and it despises sunlight: an eternal reminder of what it lost. No matter how virtuous or kind its components were, the transformation into a caller in darkness twists the mind to villainy, and the prime instinct of all callers in darkness is to inflict its torment on others by slaying them. When a creature falls to a caller in darkness, its soul is absorbed into the undead horror, joining its hateful dirge.

Undead Nature. A caller in darkness doesn't require air, food, drink, or sleep.


Back to Main Page5e HomebrewCreatures

Home of user-generated,
homebrew pages!


Advertisements: