Skip to main content

Glimmerveil Marshcaller

Medium fey (fey, marsh-touched), chaotic neutral · CR 7

by FenwickInk

Glimmerveil Marshcaller
Armor Class
15
natural armor
Hit Points
117
18d8 + 36
Speed
30 ft., swim 30 ft.
  • STR 0
  • DEX +4
  • CON +2
  • INT +2
  • WIS +3
  • CHA +4
Saving Throws
Dex +7, Wis +6
Damage Resistances
Cold, Psychic
Condition Immunities
Charmed
Senses
darkvision 120 ft., passive Perception 16
Languages
Common, Sylvan
Challenge 7 2,900 XP

Traits

  • Amphibious. The creature can breathe air and water.
  • Marsh Camouflage. The marshcaller has advantage on Dexterity (Stealth) checks made to hide in marsh, bog, fen, or murky water.
  • Glamour of Drifting Lights. Pale lights drift in the air within 30 feet of the marshcaller. A creature that ends its turn in that area and can see the lights must succeed on a DC 15 Wisdom saving throw or treat the difficult terrain around it as ordinary ground, and ordinary ground as solid, until the end of its next turn. The marshcaller is unaffected and can suppress or resume the lights as a free action.

Innate Spellcasting

Their spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks).

  • At will. Faerie Fire, Fog Cloud, Minor Illusion
  • 3/day each. Hypnotic Pattern
  • 1/day each. Hallucinatory Terrain

Actions

  • Drowning Grasp. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 17 (3d8 + 4) cold damage plus 7 (2d6) psychic damage. On a hit, any nonmagical light the target carries is snuffed, and the target must succeed on a DC 15 Constitution save or be unable to speak above a whisper until the end of its next turn as bog-water floods its throat.
  • Marsh-Light Lure. Ranged Weapon Attack: +7 to hit, range 60/120 ft., one target. Hit: 14 (3d6 + 4) psychic damage. A drifting orb of corpse-light hooks the target's gaze. On a hit, the target must use its reaction, if available, to move up to 15 feet toward the marshcaller by the most direct route that avoids hazards, and has disadvantage on the first attack roll it makes before the start of its next turn.

Bonus Actions

  • Slip the Veil. The marshcaller magically teleports, along with any equipment it is wearing or carrying, up to 30 feet to an unoccupied space it can see that is in dim light, fog, or water. It can take the Hide action as part of this movement.

Reactions

  • Mire's Recoil. The marshcaller sinks into the mire and reappears in an unoccupied space it can see within 15 feet, leaving a fading marsh-light decoy in its former space. The triggering attack is resolved against the decoy and deals no damage to the marshcaller.

Origin Story

Glimmerveil marshcallers are the lingering wills of drowned lantern-bearers, fey-touched in the single breath between drowning and silence. Each is bound to one stretch of trackless fen and is neither cruel nor kind, only jealous of the quiet it keeps. It gathers the last lights of those who wander in and hangs them among the reeds, and it will sell safe passage for a song, a true name, or a secret given freely.

Habitat and Ecosystem

They haunt peat bogs, tidal fens, flooded barrows, and the drowned margins of forgotten roads, anywhere standing water meets rotting wood. A marshcaller rarely strays more than a mile from the heart of its mire, where the fog lies thickest and false lights drift between the alders. Folk learn its territory by the lanterns that hover just off the path and never quite reach it.

Add to an encounter