Gloomweaver of the Abyssal Mists
An ethereal being shrouded in shifting mists, this creature drifts silently through the air, leaving behind trails of dark smoke. Its amorphous form is barely tangible, flickering like a candle flame caught in the wind, with a mass of shadowy tendrils lashing out in every direction. Eyes like glowing coals peer out from within the darkness, giving it a haunting presence that can instill fear in even the bravest adventurers. It thrives in the depths of despair and harnesses the negative emotions of those around it, weaving them into illusions that prey on the party's fears and doubts. Those who encounter it might feel whispers in their minds, echoes of their own insecurities intensified by the creature's essence.
Large Aberration, Chaotic Evil
- Armor Class 15 (natural armor)
- Hit Points 127 (15d10 + 45)
- Speed 0 ft., fly 40 ft. (hover)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 14 (+2) | 18 (+4) | 16 (+3) | 14 (+2) | 16 (+3) | 20 (+5) |
- Saving Throws Dex +7, Wis +6, Cha +8
- Damage Resistances Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
- Condition Immunities Charmed, Frightened, Paralyzed
- Senses Darkvision 60 ft., passive Perception 12
- Languages Telepathy 120 ft., understands all languages but can’t speak
- Challenge 7 (2,900 XP)
Innate Spellcasting. The creature’s spellcasting ability is Charisma (spell save DC 16). It can innately cast the following spells, requiring no material components:
- At will: Detect Thoughts, Disguise Self
- 3/day each: Fear, Phantasmal Killer
- 1/day each: Hallucinatory Terrain, Shadow of Moil
Aura of Despair. Creatures within 30 feet of the creature must succeed on a DC 16 Wisdom saving throw at the start of their turn or become frightened until the start of their next turn. A creature that succeeds on this saving throw is immune to the effect for 24 hours.
Shadow Tendrils. When a creature is within 10 feet of the creature, it can use its reaction to make a melee spell attack (+7 to hit) against that creature. On a hit, the target takes 14 (4d6) psychic damage and must succeed on a DC 16 Wisdom saving throw or be blinded until the end of its next turn.
Illusory Weave (Recharge 5-6). The creature can create an illusory duplicate of itself in an unoccupied space within 60 feet. This illusion lasts for 1 minute or until it is attacked or interacts with a creature. The illusion has an AC of 10 and can be dispelled if a creature uses an action to investigate it (DC 16 Intelligence check). The creature can swap places with the illusion as a bonus action.
Actions
Multiattack. The creature makes two Shadow Tendril attacks.
Eldritch Gaze (Recharge 5-6). The creature fixes its gaze on one creature it can see within 60 feet. The target must make a DC 16 Charisma saving throw. On a failed save, the target takes 27 (6d8) psychic damage and is incapacitated until the end of its next turn. On a successful save, the target takes half as much damage and is not incapacitated.