Medium Humanoid, Chaotic Evil
Armor Class 16 Leather, shield
Hit Points 35 (5d10 + 10)
Speed 40 ft.
STR
16 (+3)
DEX
16 (+3)
CON
18 (+4)
INT
8 (-1)
WIS
10 (+0)
CHA
18 (+4)
Saving Throws DEX +5, CON +6
Damage Vulnerabilities Radiant
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Blinded, Deafened, Petrified
Senses Passive Perception 14
Languages --
Challenge 3 (700 XP)
Proficiency Bonus +2
Traits

Special Trait Name. The Caller can polymorph itself into a bat at will.

Spellcasting. The [monster name] is a 5-level spellcaster. Its spellcasting ability is Charisma (spell save DC 16, +7 to hit with spell attacks). The Caller has following Warlock spells prepared:
Cantrips (at will): Disguise self, Booming blade
1st level (3 slots): Command, Armor of Agathys

Actions

Action Name. The Caller can make one longsword attack per turn.

Action Melee Attack. Melee Weapon Attack: +4 to hit, reach, 1 target. Hit: 6 (1d8+4) slashing damage

Reactions

Reaction Name. When a creature enters its mele range it can choose to make an attack with its longsword.

Description

A Caller is an agent of an evil god or demigod.

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.

Habitat: Desert

Tinuviel_Saitenstreichel

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