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Incarnate Gloom

Gargantuan · Undead · CR 13 · Neutral Evil

Armor Class
16 (natural armor)
Hit Points and Hit Dice
184 (16d20+16)
Challenge Rating CR
13

Ability Scores

Core attributes and their modifiers.

STR
4
-3
DEX
19
+4
CON
13
+1
INT
12
+1
WIS
15
+2
CHA
20
+5

Overview

Category Monsters
Size Gargantuan
Type Undead
Alignment Neutral Evil
XP 10000
Initiative Bonus +4

Movement

Fly 40 ft (12.2 m)
Hover Yes

Senses

Truesight 120 ft (36.6 m)
Passive Perception 12

Saving Throws

Wisdom +7

Skills

Intimidation +10 Stealth +9

Languages

Common, telepathy 120.0 ft (36.6 m).

Resistances & Immunities

Damage Immunities
necrotic, poison
Damage Resistances
acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Vulnerabilities
radiant
Condition Immunities
exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained

Traits

Calm Vulnerability

The incarnate gloom can be targeted by the calm emotions spell. If it fails the saving throw, it takes 11 (2d10) psychic damage at the start of each of its turns, as long as the spellcaster maintains concentration on the spell. If it succeeds on the saving throw, it takes 11 (2d10) psychic damage but isn’t further affected by that casting of the spell.

Deepening Gloom

A 30-foot radius of magical darkness extends out from the incarnate gloom at all times, moving with it and spreading around corners. Darkvision can’t penetrate this darkness, and no natural light can illuminate it. If any of the darkness overlaps with an area of light created by a spell of 3rd level or lower, the spell creating the light is dispelled. A successful dispel magic (DC 16) cast on the gloom suppresses this aura for 1 minute or until the incarnate gloom reduces a creature to 0 hp.

Incorporeal Movement

The incarnate gloom can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.

Actions

Despairing Touch

+9 to hit, reach 5 ft (1.5 m). Hit: 4d6+5 psychic damage.

Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 19 (4d6 + 5) psychic damage.

Engulf in Shadow

The incarnate gloom moves up to its speed. While doing so, it can enter Huge or smaller creatures' spaces. Whenever the gloom enters a creature's space, the creature must make a DC 18 Dexterity saving throw.

On a successful save, the creature can choose to sidestep to just outside the gloom's space. A creature that chooses not to sidestep suffers the consequences of a failed saving throw.

On a failed save, the gloom enters the creature's space, the creature takes 18 (4d8) necrotic damage, suffers one level of exhaustion, and is engulfed in shadow. The engulfed creature is blinded and restrained, it has total cover against attacks and other effects outside the gloom, and it takes 18 (4d8) necrotic damage at the start of each of the gloom's turns. When the gloom moves, the engulfed creature doesn't move with it.

An engulfed creature can try to escape by taking an action to make a DC 18 Wisdom check. On a success, the creature escapes the gloom and enters a space of its choice within 5 feet of the gloom.

Multiattack

The incarnate gloom makes three attacks with its despairing touch.

About Incarnate Gloom

Incarnate Gloom is a gargantuan undead with a Challenge Rating of 13. It has a neutral evil alignment.

In combat, this creature maintains an Armor Class of 16 and possesses 184 hit points (derived from 16d20+16).

Incarnate Gloom has communication capabilities including Common, telepathy 120 ft.. This allows it to interact verbally with various creatures and characters.

GM Tips: Using Incarnate Gloom

3 tips available

When using Incarnate Gloom in your D&D 5e campaign, consider these tactical approaches:

  • Flight Control Strategy: Target flying creatures with spells like 'Hold Person', 'Web', or 'Grease' to ground them. Without flight restriction, they can escape melee range easily. Consider area denial spells below their flight altitude to force them into disadvantageous positions.
  • Telepathic Communication: This creature can communicate telepathically, making it excellent for coordination with allies. Silence spells won't stop its communication. Consider 'Mind Blank' or abilities that block telepathy.
  • Incorporeal Movement: This creature can pass through objects and walls! Use 'Magic Circle', 'Forcecage', or other magical barriers. Physical obstacles are ineffective.

Player Guide: Facing Incarnate Gloom

3 strategies available

When your party encounters this creature, keep these strategies in mind:

  • Counter Flight Advantage: This creature can fly! Use ranged attacks, reach weapons, or spells like 'Thunderwave' to push it away. Consider 'Gust of Wind' or 'Earthbind' to ground it. Melee characters need fly speed or flight magic to engage.
  • Telepathy Awareness: This creature communicates telepathically! It can coordinate with allies silently. Silence won't stop it. Use 'Mind Blank' or abilities that block telepathy. Be cautious of mental attacks.
  • Hit Incorporeal Creature: This creature can pass through objects! Use magical weapons or spells. Physical attacks may not work. 'Magic Missile' or 'Spiritual Weapon' are effective.

Encounter Building Calculator

Standard Party Encounter (4-5 characters):

This creature is a medium encounter for a party of 4 characters of level 13.

Solo Encounter:

A single character of level 17 (up to level 20) can face this creature in a medium to hard encounter.

Experience Point Thresholds:

  • Medium: 18,200 XP
  • Hard: 27,300 XP
  • Deadly: 36,400 XP

Based on D&D 5e Dungeon Master's Guide encounter building guidelines. CR roughly equals party level for medium encounters.

Frequently Asked Questions

What is the challenge rating of Incarnate Gloom?
Incarnate Gloom has a Challenge Rating of 13, making it appropriate for parties of level 13.0.
What type of creature is Incarnate Gloom?
Incarnate Gloom is a Gargantuan Undead, which affects how certain spells and abilities interact with it.
What languages does Incarnate Gloom speak?
Incarnate Gloom can communicate in Common, telepathy 120 ft..

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