gloom walker | Monster | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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gloom walker CR: 18

Large aberration , lawful neutral
Armor Class: 22 (natural armor)
Hit Points: 72
Speed: 45 ft , fly: 0 ft , burrow: 10 ft , swim: 20 ft , climb: 45 ft

STR

20 +5

DEX

8 -1

CON

18 +4

INT

20 +5

WIS

16 +3

CHA

1 -5

Saving Throws: con +10, int +11, str +11
Damage Vulnerabilities: fire, radient
Damage Resistances: bludgeoning, piercing, and slashing from nonmagical weapons
Damage Immunities: necrotic, poison, ice, thunder, psychic
Condition Immunities: exhaustion, frighted, paralyzed, petrified, poisoned, stunned, prone,
Senses: darkvision 100 ft 
Languages: common
Challenge Rating: 18

spell save dc:19 to hit: +11

At will: bane (without concentration)  invisibility hold person(without concentration)

1/day: anti-magic field dominate monster feeblemind mordenkainens magnificent mansion

2/day: Modify memory telekinesis (rangre 200 ft)

3/day: counterspell dispel magic animate dead barkskin


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    

Actions

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

Reactions

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

Legendary Actions

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

the gloom walker was created by revivify gone Ary, when a cleric attempted to revive someone who's soul was trapped by a mind flayer. this resulted in a creature who had to eat souls to survive. although not that willing to kill he will do anything to stay alive. he gains the knowledge and the abilities of the dead, growing with every unwilling kill

Suggested Environments

secluded towns, crypts, caves near villages


Created by

timeless name choice.

Statblock Type

Monster

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