The Weaver#

Medium humanoid (elf), chaotic evil

Armor Class 17 (Natural Armor + Mage Armor)
Hit Points 285 (38d8 + 114)
Speed 30 ft., fly 60 ft. (hover, magical)
Challenge 13 (10,000 XP)
Proficiency Bonus +5

STRDEXCONINTWISCHA
12 (+1)18 (+4)16 (+3)22 (+6)15 (+2)20 (+5)

Saving Throws Int +12, Wis +8, Cha +11
Skills Arcana +17, Deception +16, History +12, Insight +8, Investigation +12
Damage Resistances Cold, Necrotic, Psychic
Damage Immunities Charmed, Frightened
Senses Darkvision 120 ft., Truesight 60 ft., Passive Perception 12
Languages Common, Elvish, Draconic, telepathy 120 ft.


Features#

Fey Ancestry. Advantage on saving throws against being charmed, and magic can’t put him to sleep.

Magic Resistance. Advantage on saving throws against spells and other magical effects.

Master of Illusions. The Weaver can cast illusion spells as if they were one spell level higher than the slot used (maximum 9th level).

Vulnerability to Truth: When affected by True Sight or similar divination magic, the Weaver loses his damage resistances and has disadvantage on spell attack rolls. Additionally, Summer’s Edge can target him through any illusion as if he were visible and unobscured.

Ritual Focus. While concentrating on the Nidhogg Summoning ritual, the Weaver gains the following benefits:

  • +2 to spell attack rolls and save DCs
  • Resistance to all damage types
  • Can maintain concentration on two spells simultaneously

Spellcasting. The Weaver is an 18th-level spellcaster. Spell save DC 19, +12 to hit.
Spell Slots: 1st(4), 2nd(3), 3rd(3), 4th(3), 5th(3), 6th(1), 7th(1), 8th(1), 9th(1)

Known Spells:

  • Cantrips (at will): mage hand, minor illusion, prestidigitation, eldritch blast, chill touch
  • 1st level: disguise self, silent image, charm person
  • 2nd level: mirror image, invisibility, detect thoughts, misty step
  • 3rd level: major image, fear, counterspell, fireball
  • 4th level: greater invisibility, confusion, dimension door, hallucinatory terrain
  • 5th level: dominate person, modify memory, synaptic static, telekinesis
  • 6th level: mass suggestion, programmed illusion, disintegrate
  • 7th level: project image, plane shift, prismatic spray
  • 8th level: feeblemind, maze, mind blank
  • 9th level: psychic lance, wish

Actions#

Multiattack. The Weaver makes three attacks: two Shadowweave Bolts and one spell (3rd level or lower).

Shadowweave Bolt. Ranged Spell Attack: +12 to hit, range 120 ft., one target.
Hit: 14 (2d8 + 5) force damage + 7 (2d6) psychic damage. If target is frightened, +1d8 psychic damage.

Nightmare Visions (Recharge 5-6). All creatures within 60 ft. must make a DC 19 Wisdom saving throw. On failure: 28 (8d6) psychic damage and frightened for 1 minute. On success: half damage, not frightened. Frightened creatures repeat the save at the end of their turns.

Spellcasting. Casts a spell of 4th level or higher.


Ritual Actions (Available during ritual phases)#

Phase 1-2: Weave Reality (1/turn).

  • Shadow Bind: Target within 60 ft. makes DC 19 Dex save or restrained by shadow tendrils (escape DC 19).
  • False Images: Create 3 illusory duplicates that last until hit or end of turn.

Phase 3: Channel Nidhogg (1/turn).

  • Dragon’s Fear: All creatures within 60 ft. make DC 19 Wis save or frightened and must move away from Weaver.
  • Reality Tear: Create 20 ft. radius difficult terrain that damages creatures for 2d8 necrotic (Dex save negates).

Phase 4: Desperate Summoning (1/turn).

  • Portal Pulse: All creatures within 30 ft. of portal make DC 20 Str save or pulled 15 ft. toward portal and take 3d8 force damage.
  • Sacrifice Self: Weaver can sacrifice 50 HP to advance ritual by one round’s progress.

Legendary Actions (3 per turn)#

Move. The Weaver moves without provoking opportunity attacks.
Cantrip. Casts a cantrip.
Shadowweave Bolt (Costs 2). Makes one Shadowweave Bolt attack.
Spell (Costs 3). Casts a spell of 3rd level or lower.


Legendary Resistances (3/Day)#

If the Weaver fails a saving throw, he can choose to succeed instead.


Ritual Mechanics#

  • Ritual Progress: Advances 1 stage per round while Weaver is conscious and not incapacitated
  • Interruption: If Weaver is incapacitated for 1 full round, ritual pauses
  • Failure: If Weaver is incapacitated for 2+ consecutive rounds, ritual fails
  • Completion: After 7 rounds of progress, Nidhogg begins to emerge (campaign consequence)

Tactics#

  • Opening: Casts greater invisibility and begins ritual
  • Early Combat: Uses illusions and positioning, avoids direct confrontation
  • Mid Combat: Becomes more aggressive, uses higher-level spells
  • Desperate: Prioritizes ritual completion over survival, may sacrifice himself