Curtain Caller

Gargantuan undead, neutral evil

Armor Class 14
Hit Points 136 (13d20)
Speed 0 ft., fly 40 ft. (hover)

7 (-2) 18 (+4) 10 (+0) 15 (+2) 18 (+4) 23 (+6)

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


  • 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.
  • Detect Life. The caller can magically sense the presence of creatures up to 5 miles away that aren’t undead or constructs. It knows the general direction they’re in but not their exact locations.
  • Innate Spellcasting. The caller’s innate spellcasting ability is Charisma (spell save DC 18). The caller can innately cast the following spells, requiring no material components:
  • 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.
  • Theater Bound. The caller can’t stray more than 120 feet from the stage, theater, or opera house to which it is bound.
  • Undead Nature. A sitebound spirit doesn’t require air, food, drink, or sleep.


  • Multiattack. The caller makes two curtain hook attacks or two sandbag attacks.
  • 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.
  • Sandbag. Ranged Weapon Attack: +8 to hit, range 60/120 ft., one target. Hit: 14 (4d4 + 4) bludgeoning damage.
  • 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’s saving throw is successful or the effect ends for it, the creature is immune to Frightful Chorus for 1 hour.


  • 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.


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’s fateful performance to its climax and, in doing so, put the curtain caller to rest at last.

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.

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.

Conversely, a performer who plays along with or augments the curtain caller’s eternal concert might win the caller’s favor-so long as the interloper makes no attempt to upstage the spirit.

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.

Section 15: Copyright Notice

Battlezoo Bestiary (5E) © 2022, Skyscraper Studios, Inc.; Authors: William Fischer, Stephen Glicker, Paul Hughes, Patrick Renie, Sen.H.H.S., and Mark Seifter.

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