b'Curtain Caller \n'b'  Gargantuan   undead ,  neutral evil  \n'b'  Armor Class  14  Hit Points  136 (13d20)  Speed  0 ft., fly 40 ft. (hover)\n'b' STATS STR: 7 (-2) DEX:  18 (+4)  CON:  10 (+0)  INT:  15 (+2)  WIS:  18 (+4)  CHA:  23 (+6)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Saving Throws   Str  +2,  Con  +4,  Wis  +8,  Cha  +10  Skills   Deception  +10,  Performance  +10,  Stealth  +8  Damage Resistances  acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks  Damage Immunities  cold, necrotic, poison  Condition Immunities   exhaustion ,  grappled ,  paralyzed ,  petrified ,  poisoned ,  prone ,  restrained   Senses   darkvision  60 ft., passive  Perception  14  Languages  the languages it knew in life  Challenge  10 (1,500 XP)  Proficiency Bonus  +4 \n'b' SPECIAL TRAITS \n'b'\n'b'  Incorporeal Movement . The caller can move through other creatures and objects as if they were  difficult terrain . It takes 11 (2d10) force damage if it ends its turn inside an object. \n'b'  Detect Life . The caller can magically sense the presence of creatures up to 5 miles away that aren\xe2\x80\x99t undead or constructs. It knows the general direction they\xe2\x80\x99re in but not their exact locations. \n'b'  Innate Spellcasting . The caller\xe2\x80\x99s innate spellcasting ability is  Charisma  (spell save DC 18). The caller can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b'  At will :  detect magic ,  mage hand ,  minor illusion ,  prestidigitation ,  silent image  \n'b'  1/day each :  enthrall ,  hallucinatory terrain ,  hideous laughter ,  hold person ,  shatter  (cast at 4th level) \n'b'\n'b'  Rejuvenation . If destroyed, the caller magically re-forms with all its  hit points  in 5 (2d4) days at the stage, theater, or opera house to which it is bound. A curtain caller can be permanently destroyed only if the interrupted show that spelled its demise is performed to completion on its stage. \n'b'  Theater Bound . The caller can\xe2\x80\x99t stray more than 120 feet from the stage, theater, or opera house to which it is bound. \n'b'  Undead Nature . A sitebound spirit doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b'\n'b' ACTIONS \n'b'\n'b'  Multiattack . The caller makes two curtain hook attacks or two sandbag attacks. \n'b'  Curtain Hook .  Melee Weapon Attack : +8 to hit, reach 15 ft., one target.  Hit : 18 (4d6 + 4) piercing damage, and the target must make a DC 18  Strength  saving throw. On a failure, the caller moves the target to another unoccupied space on the ground within 15 feet of it. The target then falls  prone . \n'b'  Sandbag .  Ranged Weapon Attack : +8 to hit, range 60/120 ft., one target.  Hit : 14 (4d4 + 4) bludgeoning damage. \n'b'  Frightful Chorus . The caller laments its fate. Each creature within 120 feet of the caller that can hear it must succeed on a DC 18  Wisdom  saving throw or be  frightened  for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature\xe2\x80\x99s saving throw is successful or the effect ends for it, the creature is immune to Frightful Chorus for 1 hour. \n'b'\n'b' REACTIONS \n'b'\n'b'  Deafening Reverb . When a creature within 120 feet of the caller casts a spell with a verbal component, the caller magically rebounds the sound waves in a powerful echo. The creature must make a DC 18  Constitution  saving throw, taking 21 (6d6) thunder damage on a failed save, or half as much damage on a successful one. \n'b'\n'b' ABOUT \n'b' A curtain caller manifests from the shared horror of an entire company of performers whose stage production became their deathtrap. These dozens of souls are trapped and compounded into a single tortured, wrathful entity, doomed to haunt its theatre for eternity. Only the bravest and most talented troupe of heroes can hope to reenact the spirit\xe2\x80\x99s fateful performance to its climax and, in doing so, put the curtain caller to rest at last. \n'b' A curtain caller can speak and understand whatever languages its constituent souls understood in life, but the entity never willfully communicates in a clear or calm manner. Rather, curtain callers are divas even in death, compelled to constantly sing, serenade, shriek, or croon-even to an empty audience. \n'b' Curtain callers have egos as big as their own ghostly forms, and they despise anyone who dares to interrupt their singing with a counter-performance. \n'b' Conversely, a performer who plays along with or augments the curtain caller\xe2\x80\x99s eternal concert might win the caller\xe2\x80\x99s favor-so long as the interloper makes no attempt to upstage the spirit. \n'b' While there is plenty of truth to the tale of the first monstrosity, necromancers, evil clerics, and other harbingers of undeath more often create their own versions of these brutish horrors. Because collecting the bones of a dragon is impractical (to say the least), such crafters typically scrape together the bones of multiple smaller creatures, then glue them together with resin or magic before animating the monstrosity. Tyrannosauruses and other large dinosaurs are popular bases to work from. The crafter can then take the bones of smaller animals, sharpen them, and fasten them around the dinosaur skeleton to create jagged spines, extra tails, bladed elbows, or wing scythes.'