Athletics: +1
Acrobatics: +4
Sleight of Hand: +2
Stealth: +2
Arcana: -2
History: -2
Investigation: -2
Nature: +3
Religion: +1
Animal Handling: +1
Insight: +1
Medicine: +1
Perception: +3
Survival: +1
Deception: +5
Intimidation: +2
Performance: +0
Persuasion: +0
Common
Giant
Gnomish
Elvish
Walk: 25ft.
Standing Leap: The Gloom Warlord's long jump is up to half his speed in feet and its high jump is up to third his speed, with or without a running start.
Dagger: 1d4+2 Piercing, 20/60 thrown.
Darkvision: 60ft.
Mimicry: The Gloom Warlord can mimic simple sounds it has heard, such as a person whispering, a baby crying, or an animal chittering. A creature that hears the sounds can tell they are imitations with a successful DC 14 Wisdom (Insight) check.
Multiattack: The Gloom Warlord makes two simple melee attacks.
Invisible Passage: The Gloom Warlord magically turns invisible until they attack or cast a spell, or until their concentration ends (as if concentrating on a spell).While invisible, they leave no physical evidence of their passage, so they can be tracked only by magic. Any equipment they wear or carry is invisible with them.
Unless otherwise noted, any lair action that demands a saving throw uses the spellsave DC 14.
On initiative count 20 (losing initiative ties), the creature can take a lair action to cause one of the following effects, but can't use the same effect two rounds in a row:
Mental Manipulation: The Gloom Warlord attempts to dominate one creature it can see within its lair. The target must succeed on a DC 12 Wisdom saving throw or be charmed by the The Gloom Warlord until initiative count 20 on the next round.
Entangling Vines: The Gloom Warlord causes vines to sprout from the ground and entangle creatures in the area. Each creature must succeed on a DC 14 Strength saving throw or be restrained until the end of its next turn.
Grasping Plants: The lair causes roots and vines to temporarily grow. until initiative count 20 on the next round, the ground within 20 feet of The Gloom Warlord is difficult terrain. The Gloom Warlord is immune to this effect.
Ink Splash: The Gloom Warlord splashes magical ink that spreads across the floor in a 20-foot radius centered on a point within the lair. The area becomes difficult terrain, and any creature that starts its turn in the area or enters it for the first time on a turn must succeed on a DC14 Dexterity saving throw or be restrained by the sticky ink until the end of its next turn.
The Gloom Warlord has an effect on its domains that may include any of the following magical effects:
Eternal Masterpiece: Within a mile of The Gloom Warlord's domain, every place seems to contain an hipnotic, absorving artwork (Melodies in the wind, colors in the shadows, or essences blooming in petals. Creatures pausing to admire the beauty find themselves enthralled (DC 14 Wisdom saving throw), losing focus on their tasks for 1 minute. Creatures affected are drwan toward the source.
If The Gloom Warlord dies, these effects dissipate during the next 11 days.
Knowledge
I entered seclusion because I loved someone I could not have.
A fiend possessed you as a child. You were locked away but escaped. The fiend is still inside you, but now you try to keep it locked away.