16 (natural armor)
150 (20d8 + 60)
walk 30 ft., fly 40 ft. (hover)
con +8, int +7, wis +6, cha +10
arcana +7, deception +10, insight +6, perception +6, persuasion +10, religion +7
Cold, Fire, Lightning, bludgeoning, Piercing or Slashing damage from nonmagical attacks
Acid, Poison
Charmed, Poisoned
darkvision 120 ft.
all
15
+5
The doomcaller has advantage on saving throws against spells and other magical effects.
The doomcaller is an 18th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). It has the following spells prepared: • Cantrips (at will): fire bolt, hunter sense, message, shocking grasp, true strike • 1st level (4 slots): detect magic, magic missile, shield • 2nd level (3 slots): detect thoughts, misty step • 3rd level (3 slots): bestow curse, fireball • 4th level (3 slots): banishment, consume mind • 5th level (3 slots): magic mirror, scrying • 6th level (1 slot): disintegrate • 7th level (1 slot): arboreal curse • 8th level (1 slot): mind blank * • 9th level (1 slot): gate *The doomcaller casts this spell on itself before combat.
Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage, and the target has disadvantage on their next attack roll. Additionally, all attacks against the target by allies of the doomcaller are made with advantage until the start of the doomcaller's next turn.
The doomcaller chooses what to summon and attempts a magical summoning. A doomcaller has a 60 percent chance of summoning 1d6 succubi or 1d4 barbed devils. A summoned fiend appears in an unoccupied space within 60 feet of its summoner, does as it pleases, and can't summon other fiends. The summoned fiend remains for 1 minute, until it or its summoner dies, or until its summoner takes a bonus action to dismiss it.