b'Animated Doomgate \n'b'  Family:   Animated Objects  \n'b'  Huge   construct ,  neutral evil  \n'b'  Armor Class  17 (natural armor)  Hit Points  248 (16d12 + 144)  Speed  0 ft.\n'b' STATS STR: 25 (+7) DEX:  1 (-5)  CON:  29 (+9)  INT:  16 (+3)  WIS:  18 (+4)  CHA:  21 (+5)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Damage Resistances  damage from spells  Damage Immunities  fire, necrotic, poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks that aren\xe2\x80\x99t adamantine  Condition Immunities   charmed ,  exhaustion ,  frightened ,  grappled ,  paralyzed ,  petrified ,  poisoned ,  prone ,  restrained   Senses   darkvision  120 ft., tremorsense 60 ft., truesight 120 ft., passive  Perception  14  Languages  Abyssal, Infernal, telepathy 120 ft.  Challenge  20 (25,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b'  Immutable Form . The Doomgate is immune to any spell or effect that would alter its form. \n'b'  Magic Resistance . The Doomgate has advantage on saving throws against spells and other magical effects. \n'b'  Magic Weapons . The Doomgate\xe2\x80\x99s weapon attacks are magical. \n'b'  Grasping Hordes . A creature that comes within within 5 feet of the Doomgate for the first time on a turn or ends its turn there must succeed on a DC 21  Strength  saving throw or be  grappled  (escape DC 17). \n'b'\n'b' ACTIONS \n'b'\n'b'  Multiattack . The Doomgate makes two claw attacks. \n'b'  Claw .  Melee Weapon Attack : +13 to hit, reach 10 ft., one target.  Hit : 46 (6d12 + 7) slashing damage. \n'b'  Eruption (Recharge 6) . The Doomgate collapses, releasing any  grappled  creatures, and rises from the ground in an area within 60 feet. All creatures in the area must make a DC 21  Dexterity  saving throw, taking 63 (10d10 + 8) bludgeoning damage on a failed save, or half as much damage on a successful one. \n'b'  Radiate Malignancy (Recharge 5-6) . The Doomgate releases energy from the Underhell in a 60-foot radius. Each non-fiend creature in the area must make a DC 19  Constitution  saving throw, taking 21 (6d6) necrotic plus 21 (6d6) fire damage on a failed save, or half as much damage on a successful one. A creature that fails its saving throw has its hit point maximum reduced by the amount of necrotic damage it takes. \n'b'  Summon Fiends (3/day) . The Doomgate pulls forth its choice of a rampant cacodaemon or a flesheater underfiend or three leering grylluses or five simpering maggots of any legion in the nearest unoccupied space. Roll  initiative  for summoned fiends separate from the gate. \n'b'\n'b' REACTIONS \n'b'\n'b'  Summon Fodder . The Doomgate conjures a broken maggot (page 205) and adds 4 to its own AC against one  attack  that would hit it. To do so, the Doomgate must see the attacker. If this makes the attack miss, it hits the maggot instead. \n'b'\n'b' ABOUT \n'b' The countless forces of the Underhell are difficult to transport. In addition to sheer logistics and contending with the chaotic impulses of many legion leaders, the interdimensional void between the mortal world and the Underhell resists their transit even by spells such as gate. Only once an Archlord has arrived in the world can the fiends enter in numbers. To bridge the gap between planes, the Fiend Lords of the Underhell created the Doomgates. \n'b'  Unique . Every Doomgate is unique, with defenses reflecting the differing circumstances of its creation. The most common Doomgate is a passive structure of bone and stone that is essentially indestructible and requires obscure magic to reliably close. Such Doomgates are more like puzzles than creatures. \n'b'  Active but Vulnerable . When there are multiple Doomgates or when an Archlord doesn\xe2\x80\x99t trust fiends as sufficient guards for passive Doomgates, they might use fell magic to imbue the Doomgates with active power at the cost of making them susceptible to certain kinds of physical damage. \n'b' While animated Doomgates are mostly constructed objects, some are granted a powerful animating energy that allows them to defend themselves when necessary. An animated Doomgate can use some of its own energy to call upon individual beings from the Underhell to aid in its defense. This effort is taxing, however, so an animated Doomgate only calls other creatures when necessary. This energy can only be used while an Archlord remains active in the world; once the Archlord is banished, the gate loses much of its power. \n'b' This enormous stone gate bears a massive portcullis open to a portal of energy. The gate is covered in writhing bodies and maggots with a pair of emaciated arms looming from atop the gate.'