| Mod | Save | ||
|---|---|---|---|
| STR | 16 | +3 | +7 |
| DEX | 11 | +0 | +0 |
| CON | 15 | +2 | +6 |
| Mod | Save | ||
|---|---|---|---|
| INT | 14 | +2 | +6 |
| WIS | 12 | +1 | +1 |
| CHA | 9 | −1 | −1 |
Extradimentional Horror. The Called are not off this realm and thus not shackled by things we consider constraints like solid objects or or gravity, in their territory, they are in-charge of everything
Spellcasting. The Called is a 13th-level spellcaster. Its spellcasting ability is 15. The Called has following Battle Mage spells prepared:
Cantrips (at will): Void Bolt, Abyssal Lightning
13st level (2 slots): Void Tendrils, Abyssal Wind
Void Step. The Called tears open a rift to somewhere within a 100 ft sphere around it, then stepping through before the rift promptly closes.
Void Claymore. Melee Weapon Attack: +5 to hit, reach 6 ft., 1 target. Hit: 13 (8d6 + 5) slashing damage.
Void Slash. Ranged Weapon Attack: +5 to hit, range 8/25 ft., 1 target. Hit: 14 (9d6 + 5) slashing damage.
Bonus Action Name. Enter the description for how bonus actions work for your monster here.
Void Twist. If a attacked roll aimed at the Called rolls below a DC of 6 instead of missing the Called will open a rift that the attack will go through and hit another creature within 30 ft
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 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
Not much is know about the Called, they came from a realm beyond ours. Called are humanoid creatures with void like skin that seems to dissipate constantly but it reforms constantly, they can have from one large white eye to four white eyes, they typically always wear medium or heavy armor and weld swords most of the time
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.
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