Description
Glomeer, the Veilshade PhantomSize/Type: Large Fey
Alignment: Chaotic Neutral
Hit Points: 152 (16d10 + 64)
Armor Class: 15 (natural armor)
Speed: 30 ft., climb 30 ft.
STRDEXCONINTWISCHA14 (+2)18 (+4)18 (+4)17 (+3)15 (+2)20 (+5)Saving Throws: Dex +9, Con +9, Wis +7, Cha +10
Skills: Stealth +9, Deception +10, Perception +7, Arcana +8
Damage Resistances: bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities: poison, psychic
Condition Immunities: charmed, frightened, paralyzed, poisoned
Senses: darkvision 120 ft., passive Perception 17
Languages: Common, Sylvan, telepathy 100 ft.
Challenge: 12 (8,400 XP)
Special TraitsShadow Blend: In dim light or darkness, the Glomeer can take the Hide action as a bonus action. Its stealthy nature allows it to blend seamlessly with shadows.
Mystic Mirage: As an action, the Glomeer can create visual illusions that last for 1 minute within a 60-foot radius. Creatures that discern the illusion for what it is must succeed on a DC 18 Intelligence (Investigation) check to see through it.
Veilshift (Recharge 5β6): The Glomeer can alter the fabric of reality within a 100-foot radius around it for up to 10 minutes. This can change the terrain, create obstacles, or even alter environmental conditions (DM's discretion). A DC 18 Wisdom saving throw is required to recognize the alterations as magical in nature.
Rune Binding: The Glomeer can cast the entangle spell at will (spell save DC 18), representing its ability to bind foes with luminous bonds.
ActionsMultiattack: The Glomeer makes two attacks: one with its Enchanted Grasp and one with its Rune Blast.
Enchanted Grasp: Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5) psychic damage, and the target must succeed on a DC 18 Wisdom saving throw or be frightened for 1 minute.
Rune Blast: Ranged Spell Attack: +10 to hit, range 120 ft., one target. Hit: 18 (4d8 + 4) radiant damage.
Veil of Shadows (Recharge after a Short or Long Rest): The Glomeer can engulf a 60-foot radius area in darkness for up to 10 minutes. The darkness is magical and cannot be dispelled by non-magical light. Creatures within the darkness must make a DC 18 Dexterity saving throw, taking 22 (4d10) necrotic damage on a failed save, or half as much damage on a successful one.
Legendary ActionsThe Glomeer 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 Glomeer regains spent legendary actions at the start of its turn.
- Move: The Glomeer moves up to its speed without provoking opportunity attacks.
- Rune Blast (Costs 2 Actions): The Glomeer uses Rune Blast.
- Veilshift (Costs 3 Actions): The Glomeer uses Veilshift.
This monster sheet combines the mystique and capricious nature of the Glomeer with mechanics that encourage dynamic encounters. Dungeon Masters can use the Glomeer to challenge players, forcing them to think creatively and adapt to the creatureβs unpredictable abilities and the ever-changing environment it creates.