This is homebrew, submitted by a member of the community.
The Corpse Caller
The Corpse Caller
Medium Monstrosity, Chaotic EvilMedium Monstrosity, Chaotic Evil
Mimicry. The Corpse Caller can mimic sounds it has heard, including voices. A creature that hears the sounds can tell they are imitation with a successful DC 14 WIS (insight) check.
Web (Recharge 5-6). The Corpse Caller shoots a web that fills a 20ft cube originating from a point within 30ft of it. Each creature in that area must succeed on a DC 14 DEX saving throw or be restrained by the web. As an action, a restrained creature can make a DC 14 STR check, escaping the web on a success. The web can also be attacked and destroyed (AC10; HP10; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage)
Spider Climb. The Corpse Caller can climb difficult surfaces, including upside down on ceilings without needing to make an ability check.
Mimicry. The Corpse Caller can mimic sounds it has heard, including voices. A creature that hears the sounds can tell they are imitation with a successful DC 14 WIS (insight) check.
Web (Recharge 5-6). The Corpse Caller shoots a web that fills a 20ft cube originating from a point within 30ft of it. Each creature in that area must succeed on a DC 14 DEX saving throw or be restrained by the web. As an action, a restrained creature can make a DC 14 STR check, escaping the web on a success. The web can also be attacked and destroyed (AC10; HP10; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage)
Spider Climb. The Corpse Caller can climb difficult surfaces, including upside down on ceilings without needing to make an ability check.
Actions
Multi-attack. The Corpse Caller makes two attacks: one with its Bite and one with its Claws.
Bite. Melee Weapon attack: +5 to hit, reach 5ft, one target. Hit: 10 (1d10+3) piercing damage plus 5 (1d10) poison damage.
Claw. Melee Weapon Attack: +5 to hit, reach 5ft, one target. Hit: 7 (1d6+3) slashing damage.
Multi-attack. The Corpse Caller makes two attacks: one with its Bite and one with its Claws.
Bite. Melee Weapon attack: [+5] to hit, reach 5ft, one target. Hit: 10 ([1d10+3]) piercing damage plus 5 ([1d10]) poison damage.
Claw. Melee Weapon Attack: [+5] to hit, reach 5ft, one target. Hit: 7 (1d6+3) slashing damage.
Legendary Actions
The Corpse Caller can take 1 legendary action choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The Corpse Caller regains spent legendary actions at the start of its turn.
Wing Buffett. The Corpse Caller beats its wings. Each creature within 10ft of it must succeed on a DC 14 DEX saving throw or take 5 (1d10) bludgeoning damage and be knocked prone.
Terrifying Screech (Costs 2 actions). The Corpse Caller lets out a horrifying screech that mimics the cries of its prey. Each creature within 30ft of the Corpse Caller and able to hear it must succeed on a DC 14 WIS saving throw or be frightened until the end of their next turn.
The Corpse Caller can take 1 legendary action choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The Corpse Caller regains spent legendary actions at the start of its turn.Wing Buffett. The Corpse Caller beats its wings. Each creature within 10ft of it must succeed on a DC 14 DEX saving throw or take 5 (1d10) bludgeoning damage and be knocked prone.
Terrifying Screech (Costs 2 actions). The Corpse Caller lets out a horrifying screech that mimics the cries of its prey. Each creature within 30ft of the Corpse Caller and able to hear it must succeed on a DC 14 WIS saving throw or be frightened until the end of their next turn.
Details
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