b'Caller in Darkness \n'b'  Medium   undead ,  chaotic evil  \n'b'  Armor Class  15 \n'b' Hit Points  97 (13d10 + 26) \n'b' Speed  0 ft., fly 60 ft. (hover)\n'b' STATS STR: 6 (-2) DEX:  20 (+5)  CON:  16 (+3)  INT:  14 (+2)  WIS:  14 (+2)  CHA:  18 (+4)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Skills   Perception  +5,  Stealth  +8 \n'b' Damage Resistances  acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical weapons \n'b' Damage Immunities  necrotic, poison \n'b' Condition Immunities   charmed ,  exhaustion ,  grappled ,  paralyzed ,  petrified ,  poisoned ,  prone ,  restrained ,  unconscious  \n'b' Senses   darkvision  120 ft., passive  Perception  \n'b' Languages  Deep Speech (can\xe2\x80\x99t speak) \n'b' Challenge  5 (1,800 XP) \n'b' Special Traits \n'b'\n'b'  Incorporeal Movement . The caller in darkness can move through other creatures and objects as if they were  difficult terrain . It takes 5 (1d10) force damage if it ends its turn inside an object. \n'b'  Sunlight Sensitivity . While in sunlight, the caller in darkness has disadvantage on  attack  rolls, as well as on  Wisdom  ( Perception ) checks that rely on sight. \n'b'  Wrap in Despair . The caller in darkness emanates an aura of crippling despair. Any living creature that begins its turn occupying the same space as the caller in darkness must succeed on a DC 15  Wisdom  save or be  incapacitated  for 1 minute. Adjacent allies can offer words of encouragement as an action to grant the affected creature a new saving throw. A creature that succeeds on its saving throw is immune to this ability for 24 hours. This is a charm effect. \n'b'\n'b' Actions \n'b'\n'b'  Consume Mind .  Melee Weapon Attack : ++5 to hit, reach 10 ft., one target, Hit: 21 (6d6) necrotic damage and 16 (3d10) psychic damage. If the target dies, the caller in darkness regains 27 (6d8)  hit points  and its Mind Thrust ability automatically recharges. \n'b'  Mind Thrust (Recharge 6) . The caller in darkness can target a single creature within 30 feet that it can see, overloading its senses with random information. The target must succeed on a DC 15  Wisdom  saving throw or take 27 (6d8) psychic damage and become  stunned  for 1 round. \n'b'\n'b' About \n'b' A caller in darkness grows from the psychic remains of a creature with psychic sensitivity that died a violent death, its restless spirit compelled to visit upon others the horrors that it suffered before dying. As more and more minds are absorbed, it grows, and the original spirit is lost in the swirling mass of hatred,  confusion , and despair. A caller in darkness is nearly weightless, a roiling vortex of  darkness  and screaming, ghostly faces.'