Medium unknown, Any Alignment
AC 14 Plate    Initiative +0 (10)
HP 86 (11d6)
Speed 30 ft.
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
Vulnerabilities Radiant
Resistances Bludgeoning, Piercing, and Slashing while in Dim Light or Darkness
Gear Void Claymore, Plate Armor, Ancient Void Rock
Senses Darkvision; Passive Perception 16
Languages All languages but cannot speak
CR 10 (XP 5,900; PB +4)
Traits

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

Actions

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 Actions

Bonus Action Name. Enter the description for how bonus actions work for your monster here.

Reactions

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

Legendary Actions

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 Actions

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.

Habitat: Any

perougithegrubgod

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