Blud (alt: Divagarer)

And Blud had already spotted Arnica from afar. Twisted the paths, closed the roads, then hid himself behind a bush and waited.
Arnica entered the forest… She looked — and the path beneath her feet was gone! She rushed right, then left — exactly what Blud wanted. He crept up behind and quietly clung to her. At once Arnica’s head began to spin; all turned so tangled she could no longer tell where to go nor whence she’d come.
“— Come to us, onto the quiet needles, into the drowsy cobwebs,” the toadstools called — “Here you’ll forget your wanderings, you’ll drift to sleep — and never wake again…”
12d8 + 48
)STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
10 (+0) | 18 (+4) | 18 (+4) | 14 (+2) | 12 (+1) | 16 (+3) |
Saving Throws Dex +7, Cha +6
Skills Deception +6, Stealth +7, Survival +4, Perception +4
Damage Resistances Psychic; bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities Charmed, Frightened
Senses Darkvision 60 ft., passive Perception 14
Languages Sylvan; understands Common but speaks only in whispers and riddles
Challenge 5 (1,800 XP) — Proficiency Bonus +3
Traits
Innate Spellcasting. Charisma is the spellcasting ability (spell save DC 14
, +6
to hit). It requires no material components.
At will: Minor Illusion
, Silent Image
3/day: Enthrall
1/day each: Hallucinatory Terrain
, Gaseous Form
Shadowbound. If exposed to direct sunlight, the Blud is immediately banished to the Feywild until night falls.
Inside-Out. The Blud cannot perceive creatures affected by magic that alters appearance (e.g., disguise self); to it, such creatures are completely invisible.
Rooster’s Third Cry. If a calico cat or a black rooster comes within 30 ft. of the Blud, it must succeed on a DC 15
Wisdom save or be frightened until the creature leaves its sight. While frightened this way, the Blud cannot use Echo.
Actions
Multiattack. The Blud makes two Claw attacks.
Claw (Natural Weapon). Melee Weapon Attack +7
to hit, reach 5 ft., one target. Hit: 10 (2d6 + 4)
slashing.
Echo (Recharge 5–6). The Blud chooses three visible points within 30 ft. The real Blud teleports to one point; two indistinguishable doubles appear at the others. Each double has AC 8
and vanishes if hit; they last 1 minute or until destroyed. Doubles act on the Blud’s turn and can only move and use Multiattack and Claw.

Blud’s Clung. The Blud targets one creature it can see within 30 ft. The target must succeed on a DC 14
Wisdom save or, on its next turn, use all movement to run toward the nearest visible light source it can see. If no light source is visible, it moves in a random direction (1d8
). On meeting an obstacle, it turns 90° left and continues until movement ends.
• Other creatures count as obstacles.
• The target moves through difficult terrain without penalty during this effect.
• If it enters hazardous terrain, it stops moving immediately after stepping into it.
• Passing a light source does not end the movement; the target continues in the same direction until movement is spent.
Bonus Actions
Will-o’-the-Blud (3/day). Creates up to three pale, ghostly flames at points within 60 ft. Each sheds dim light in a 10-ft radius, is stationary, and lasts 1 minute unless dismissed. These flames count as visible light sources for Blud’s Clung.
Reactions
Shadow Shift. When the Blud takes damage, it shifts up to 10 ft. to an unoccupied space in dim light or darkness it can see.
Equipment
None.