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.
4 (-3)
19 (+4)
13 (+1)
12 (+1)
15 (+2)
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 creaturesâ spaces. Whenever the gloom enters a creatureâs 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 gloomâs space. A creature that chooses not to sidestep suffers the consequences of a failed saving throw.
On a failed save, the gloom enters the creatureâs 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 gloomâs turns. When the gloom moves, the engulfed creature doesnât 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 isnât 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 canât 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