Glimmerveil Marshcaller
Armor Class: 15
Hit Points: 117
Speed: 30 ft., swim 30 ft.
Saving Throws: dexterity, wisdom
Damage Resistances: Cold, Psychic
Condition Immunities: Charmed
Senses: darkvision 120 ft., passive Perception 16
Languages: Common, Sylvan
Challenge: seven
STR 10 (+0)
DEX 18 (+4)
CON 15 (+2)
INT 14 (+2)
WIS 17 (+3)
CHA 19 (+4)
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.
Actions
- Drowning Grasp. 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. 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.