Medium humanoid, neutral
- Armor Class
- 14, 17
- Hit Points
- 104 (16d8 + 32)
- Speed
- 30 ft.
- Challenge
- 9 (5,000 XP)
- Saving Throws
- Con +6, Dex +8
- Damage Immunities
- necrotic
- Condition Immunities
- charmed; exhaustion
- Senses
- darkvision 60 ft., passive Perception 11
- Languages
- Common, Elvish
Traits
Beasts and humanoids, other than shadar-kai, have disadvantage on saving throws while within 10 feet of the gloom weaver.
The gloom weaver has advantage on saving throws against being charmed, and magic can't put it to sleep.
Actions
The gloom weaver makes two spear attacks and casts one spell that takes 1 action to cast.
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.
Reactions
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:
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: