Gloom Weaver
Medium humanoid (elf), neutral
Armor Class
14 (17 with mage armor)
Hit Points
104 (16d8 + 32)
Speed
30 ft.
STR
11 (0)
DEX
18 (+4)
CON
14 (+2)
INT
15 (+2)
WIS
12 (+1)
CHA
18 (+4)
Damage Immunities
necrotic
Condition Immunities
charmed, exhaustion
Senses
darkvision 60 ft., passive Perception 11
Saving Throws
Dex +8, Con +6
Languages
Common, Elvish
Challenge
9 (5,000 XP)
Burden of Time. Beasts and humanoids, other than shadar-kai, have disadvantage on saving throws while within 10 feet of the gloom weaver.
Fey Ancestry. The gloom weaver has advantage on saving throws against being charmed, and magic can’t put it to sleep.
Innate Spellcasting. The gloom weaver’s innate spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). It can innately cast the following spells, requiring no material components:
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At will: arcane eye, mage armor, speak with dead
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1/day each: arcane gate, bane, compulsion, confusion, true seeing
Spellcasting. The gloom weaver is a 12th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells:
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Cantrips (at will): minor illusion, prestidigitation, chill touch (3d8 damage), eldritch blast (3 beams +4 bonus to each damage roll)
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5th level (3 slots): armor of Agathys, blight, darkness, dream, invisibility, fear, hypnotic pattern, major image, contact other plane, vampiric touch, witch bolt
Actions
Multiattack The gloom weaver makes two spear attacks and casts one spell that takes 1 action to cast.
Shadow Spear Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage plus 26 (4d12) necrotic damage, or 8 (1d8 + 4) piercing damage plus 26 (4d12) necrotic damage if used with two hands.