spell save dc:19 to hit: +11
telekinetic link: one creature that gloom walker can see takes 1/4th of all damage gloom walker takes, this creature also is charmed by the gloom walker telepathy: gloom walker can mentally communicate to any creature within a 120 ft cube centred on him tragic imagery: the gloom walker projects the events of his creation within any point in a 120 ft sphere originating from him, all creatures who see this must take a Dc:15 con check or be stunned by the grotesque and sad imagery terrain warping: all terrain around the gloomwalker in a 60 ft sphere for 1 hour will begin to have a necrotic effect, any creature who ends their turn there takes 4 necrotic damage trance: any creature that stays within 200 ft of the gloomwalker for 10 hours takes a dc:21 wisdom saving thrower be feebleminded until the gloomwalker dies, greater restoration is casted, heal is casted, or the gloomwalker leaves the same plane of existence as the creature soul sucker: if this creature fails to eat a soul in 2 days it dies multi attack: can do 2 tentacle whip attacks two tentacles: can grapple 2 creatures in each of the tentacles
tentacle whip: +9 to hit 60ft range, deal 1d10+2 bludgeoning damaged if the creture is hit they take 10 necrotic damage each turn until healed by the amount of original damage this attack did tentacle grab: 60ft range, the target must suceed on a dc:19 strength check or be grappled by the gloomwlaker, while grabbled the gloomwalker can use its bonus action to move the creature 30 ft tighten grip: +9 to hit, can only be used on a grappled enemy 1d10+2 bludgeoning damage if drain life is used after this action it deals an extra 4d6 life drain: +9 to hit, deal 1d10+2 necrotic damage, the gloomwalker gains the amount of damage dell by this soul suck: you can suck the soul out of a dead creature and gain temporary hit points equal to half of thecretures health
tentacle shield: while someone is grappled by the gloom walker, the gloom walker is attacked and the creature is in 15 ft of the attack, the grappled creature rolls a dc:15 strength check or be moved in front of the attack and take all of the damage
3 per round detect thoughts: cast detect thoughts invisibility: cast invisibility teleport(two actions): teleport 60 ft inn any direction entranced (three actions): stun 1 creature that you can see who fails a dc: 15 wiz check
secluded towns, crypts, caves near villages