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
Senses Darkvision 120 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:

  • Resistance to non-magical weapons
  • 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: mage hand, minor illusion, 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, glyph of warding, fly
  • 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: maze, mind blank
  • 9th level: psychic lance

Actions#

Multiattack. The Weaver makes attacks using of these 3 options:

  • a) two Shadowweave Bolts
  • b) one Shadowweave Bolt and one spell (3rd level or lower).
  • c) cast one spell

Shadowweave Bolt. Ranged Spell Attack: +11 to hit, range 120 ft., one target.
Hit: 14 (2d8 + 5) force damage + 7 (2d6) psychic damage. If target is frightened, +1d8 psychic damage.

Summon Shadows (Recharge 5-6). The Weaver summons 1d4 Shadows within 30ft of himself. They act at the end of the Weaver’s turn.

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

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.

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

Shadow (CR 1/2)#

AC/DC 12 | HP 13 (10-16) | Atk/Prof +4 | DPR 6 | # Atks 1 | Dmg 6 (1d8+2)

  • Chilling Grasp: Attack reduces target’s Dexterity by 2. Target dies if Dex reaches 0, otherwise reduction lasts until short/long rest.
  • Chilling Phasing: Can move through creatures/objects as difficult terrain. Deals 1 cold damage to creatures it passes through.
  • Freezing Dark (1/Day): 15-foot cone of magical darkness that even darkvision can’t penetrate. Creatures in area make DC 12 Con save or take 7 (2d6) cold damage. Darkness lasts 1 minute.
  • Shadow Bind (Bonus Action): Target in bright/dim light within 15 feet makes DC 12 Str save or be grappled by their own shadow (escape DC 12).