Weft of Shadows

Weft of Shadows

Large monstrosity, neutral evil
Armor Class 17 (natural armor)
Hit Points 171 (18d10 + 72)
Speed 40 ft., fly 60 ft.
19 (+4) 12 (+1) 19 (+4) 13 (+1) 14 (+2) 18 (+4)

Saving Throws Con +8
Skills Arcana +5, Intimidation +8, Perception +6, Stealth +5
Damage Immunities cold, necrotic
Condition Immunities charmed, exhaustion, frightened, stunned, unconscious
Senses darkvision 120 ft., passive Perception 16
Languages Elvish, Umbral
Challenge 12 (8,400 XP)

Shadow Blend. In areas of dim light or darkness, the Weft of Shadows is invisible.

Shadow Traveler (5/Day). As a bonus action while in shadows, dim light, or darkness, the Weft of Shadows disappears into the darkness and reappears in an unoccupied space it can see within 30 feet. A tendril of inky smoke appears at the origin and destination when it uses this trait. If the Weft of Shadows is in the Blot, it can use this trait to teleport to any unoccupied space within the Blot, whether it can see the location or not.

Traveler in Darkness. The Weft of Shadows has advantage on Intelligence (Arcana) checks made to know about shadow roads and shadow magic spells or items.


Multiattack. The Weft of Shadows makes three tentacle attacks.

Tentacle. Melee Weapon Attack: +8 to hit, reach 10 ft., one creature. Hit: 13 (2d8 + 4) bludgeoning damage plus 9 (2d8) necrotic damage, and the target is grappled (escape DC 16) if it is a Large or smaller creature and the Weft doesn’t have two other creatures grappled. Until the grapple ends, the target is restrained and takes 9 (2d8) necrotic damage at the start of each of its turns.

Legendary Actions

The Weft of Shadows can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The Weft of Shadows regains spent legendary actions at the start of its turn.

Dismiss Light. The Weft of Shadows dispels a single source of magical light. This effect works like a dispel magic spell.

Move. The Weft of Shadows moves up to its speed without provoking opportunity attacks.

Strength Drain (Costs 2 Actions). The Weft of Shadows drains energy from one creature it is grappling. The target must succeed on a DC 16 Constitution saving throw or its Strength score is reduced by 1d6. The target dies if this legendary action reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a long rest. A humanoid that dies from this action rises as a shadow under the Weft of Shadows’ control at the start of the Weft’s next turn.

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