5e SRD >Creatures >

Somberweave

Medium fey, neutral evil

Armor Class 14
Hit Points 78 (12d8 + 24)
Speed 30 ft., climb 30 ft.

STR DEX CON INT WIS CHA
14 (+2) 19 (+4) 14 (+2) 10 (+0) 13 (+1) 16 (+3)

Skills Stealth +7
Damage Immunities poison
Condition Immunities charmed, poisoned
Senses blindsight 10 ft., darkvision 120 ft., passive Perception 14
Languages Common, Sylvan
Challenge 5 (1,800 XP)

SPECIAL TRAITS

  • Shadow Webs. The somberweave’s webs are anchored in the Material Plane and the Shadow Realm, existing in both simultaneously. Except for effects and attacks from the somberweave, a creature in contact with or restrained by a somberweave’s webs has half cover and is immune to any spell or effect that would move it to a different plane, such as the banishment and plane shift spells.
  • Shadow Sight. The somberweave can see 60 feet into the Shadow Realm when it is on the Material Plane, and vice versa.
  • Spider Climb. The somberweave can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
  • Web Sense. While in contact with a web, the somberweave knows the exact location of any other creature in contact with the same web.
  • Web Walker. The somberweave ignores movement restrictions caused by webbing.

ACTIONS

  • Multiattack. The somberweave makes three attacks: one with its bite and two with its claws.
  • Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 8 (1d8 + 4) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 14 (4d6) poison damage on a failed save, or half as much damage on a successful one.
  • Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) slashing damage.
  • Web (Recharge 5–6). Ranged Weapon Attack: +7 to hit, range 30/60 ft., one creature. Hit: The target is restrained by webbing. As an action, the restrained target can make a DC 15 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 10; vulnerability to radiant damage; immunity to bludgeoning, piercing, poison, and psychic damage).
  • Shadow Shift. The somberweave touches a creature restrained by its webbing and transports itself and the creature into the Shadow Realm or the Material Plane, the somberweave’s choice. The somberweave and the target appear within 5 feet of each other in unoccupied spaces in the chosen plane. The destination location must be within 10 feet of the somberweave’s anchored web. If the target is unwilling, it can make a DC 14 Charisma saving throw. On a success, the somberweave is transported but the target isn’t.

ABOUT

A gray-skinned human steps from the shadows. Dripping mandibles emerge from its too-wide mouth, and six lithe and long arms unfold from beneath its robes to grasp its prey in vicious claws.

Bridging the Veil. The somberweave is a spider-like fey creature that relies on the fragile threads separating the Material Plane from the Shadow Realm. Spanning the gap between the two planes, it weaves a web anchored in both worlds. It hides in the section of its web anchored in the Shadow Realm and waits for victims on the Material Plane. If plied with treasure or food, the somberweave can be convinced to offer travelers in one realm access to the other, but it is just as likely to capture and eat such travelers.

Tenebrous Skein. The web of the somberweave is made of pure darkness, the essence of the Shadow Realm. Clever travelers who defeat a somberweave can follow the remnants of its web to find passage into or out of the Shadow Realm. Shadow fey who travel frequently between the Shadow Realm and the Material Plane prize somberweave webs as the primary material for creating items that allow for easier travel between the planes.

Section 15: Copyright Notice
Tome of Beasts 2. © 2020 Open Design LLC; Authors Wolfgang Baur, Celeste Conowitch, Darrin Drader, James Introcaso, Philip Larwood, Jeff Lee, Kelly Pawlik, Brian Suskind, Mike Welham.