14 (17 with mage armor)
104 (16d8+32)
walk 30 ft.
Dex +8, Con +6
necrotic
charmed, exhaustion
darkvision 60 ft.
Common, Elvish
9
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.
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: • At will: arcane eye, mage armor, speak with dead • 1/Day each: arcane gate, bane, compulsion, confusion, true seeing
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: • Cantrips (at will): minor illusion, prestidigitation, chill touch, eldritch blast* • 5th level (3 slots): armor of Agathys, blight, darkness, dream, invisibility, fear, hypnotic pattern, major image, contact other plane, vampiric touch, witch bolt *3 beams +4 bonus to each damage roll
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.