Animated Doomgate

Family: Animated Objects

Huge construct, neutral evil

Armor Class 17 (natural armor)
Hit Points 248 (16d12 + 144)
Speed 0 ft.

STR DEX CON INT WIS CHA
25 (+7) 1 (-5) 29 (+9) 16 (+3) 18 (+4) 21 (+5)

Damage Resistances damage from spells
Damage Immunities fire, necrotic, poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks that aren’t 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)

SPECIAL TRAITS

  • Immutable Form. The Doomgate is immune to any spell or effect that would alter its form.
  • Magic Resistance. The Doomgate has advantage on saving throws against spells and other magical effects.
  • Magic Weapons. The Doomgate’s weapon attacks are magical.
  • 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).

ACTIONS

  • Multiattack. The Doomgate makes two claw attacks.
  • Claw. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 46 (6d12 + 7) slashing damage.
  • 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.
  • 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.
  • 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.

REACTIONS

  • 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.

ABOUT

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.

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.

Active but Vulnerable. When there are multiple Doomgates or when an Archlord doesn’t 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.

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.

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.

Section 15: Copyright Notice

5E: Age of Antiquity Adventure and Intrigue in the Ancient World © 2019 Aruzian Publishing, Stephen Delucchi, Marcus Lundin

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