Incarnate Gloom

Gargantuan Undead, neutral evil (CR 13)

Armor Class 16 natural armor

Hit Points 184 (16d20+16)🎲

Speed 0 ft., fly 40 ft., hover true ft.


STR

4 (-3)

DEX

19 (+4)

CON

13 (+1)

INT

12 (+1)

WIS

15 (+2)

CHR

20 (+5)


Skills intimidation 10, stealth 9

Senses truesight 120 ft., passive Perception 12

Languages Common, telepathy 120 ft.

Challenge Rating 13

Actions

Multiattack.

The incarnate gloom makes three attacks with its despairing touch.

Despairing Touch.

Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 19 (4d6 + 5) psychic damage.

Engulf in Shadow.

The incarnate gloom moves up to its speed. While doing so, it can enter Huge or smaller creatures’ spaces. Whenever the gloom enters a creature’s space, the creature must make a DC 18 Dexterity saving throw.

On a successful save, the creature can choose to sidestep to just outside the gloom’s space. A creature that chooses not to sidestep suffers the consequences of a failed saving throw.

On a failed save, the gloom enters the creature’s space, the creature takes 18 (4d8) necrotic damage, suffers one level of exhaustion, and is engulfed in shadow. The engulfed creature is blinded and restrained, it has total cover against attacks and other effects outside the gloom, and it takes 18 (4d8) necrotic damage at the start of each of the gloom’s turns. When the gloom moves, the engulfed creature doesn’t move with it.

An engulfed creature can try to escape by taking an action to make a DC 18 Wisdom check. On a success, the creature escapes the gloom and enters a space of its choice within 5 feet of the gloom.


sizeGargantuan

typeUndead

group

alignmentneutral evil

strength_save

dexterity_save

constitution_save

intelligence_save

wisdom_save7

charisma_save

perception

damage_vulnerabilitiesradiant

damage_resistancesacid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks

damage_immunitiesnecrotic, poison

condition_immunitiesexhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained

cr13

reactions

legendary_desc

legendary_actions

special_abilitiesname: Calm Vulnerability,desc: The incarnate gloom can be targeted by the calm emotions spell. If it fails the saving throw, it takes 11 (2d10) psychic damage at the start of each of its turns, as long as the spellcaster maintains concentration on the spell. If it succeeds on the saving throw, it takes 11 (2d10) psychic damage but isn’t further affected by that casting of the spell.,name: Deepening Gloom,desc: A 30-foot radius of magical darkness extends out from the incarnate gloom at all times, moving with it and spreading around corners. Darkvision can’t penetrate this darkness, and no natural light can illuminate it. If any of the darkness overlaps with an area of light created by a spell of 3rd level or lower, the spell creating the light is dispelled. A successful dispel magic (DC 16) cast on the gloom suppresses this aura for 1 minute or until the incarnate gloom reduces a creature to 0 hp.,name: Incorporeal Movement,desc: The incarnate gloom can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.

spell_list

page_no213

document__license_urlhttp://open5e.com/legal

document__slugtob2

document__titleTome of Beasts 2

document__urlhttps://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/

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Tome of Beasts 2, page no. 213
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