TEXT: A 5E WARLOCK ADVENTURE 
  BY MIKE WELHAM
  Shadow’S Envy
  FOR 4 PCS OF 
  10TH LEVEL
  
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  Open Game Content: The Open content in this adventure is the Weft of Shadows 
  stat block. 
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  www.koboldpress.com
  she was delighted to follow his efforts and witness his 
  disappointment. If he achieved the miracle of bringing the 
  Birch Queen and Oak and Holly Kings to his side, she would 
  find a technical reason to back off from her promise.
  Decades later, Qeldar finally met with the Holly King. The 
  elf went into the meeting full of confidence, having used 
  the intervening time to hone his arguments. He had also 
  gathered a few allies convinced of the righteousness of his 
  plan to unite the summer elves with the shadow fey. The 
  Holly King gave Qeldar less than ten minutes to make his 
  case before flatly denying his request. Guards dragged the 
  sputtering elf out as he tried in vain to shout his arguments 
  at the Holly King. This would have been embarrassment 
  enough for Qeldar, but nearby courtiers heard his 
  impassioned plea to rejoin the two elven races. They 
  whispered poetic, yet ugly, epithets about Qeldar, which 
  spread far and wide. No longer wishing to be associated with 
  the disgraced elf, Qeldar’s former allies left, either shunning 
  him or joining in on the name-calling.
  His calls for protest met with even more mockery, so he 
  plotted to engineer a confrontation between the shadow fey 
  and his people to show them there was no real difference 
  SHADOW’S ENVY
  Design: Mike Welham
  Editing: Meagan Maricle 
  Graphic Design: Rick Kunz
  Art Director: Marc Radle
  Cover Art: M. Wayne Miller
  Interior Art: M. Wayne Miller
  Cartography: Dyson Logos
  Publisher: Wolfgang Baur
  TM
  TM
  TM
  Adventure Background
  The creature now known as the Weft of Shadows was once 
  a planar elf named Qeldar, who enjoyed the light and 
  warmth of the Elflands just like his brothers and sisters. 
  However, one day he encountered a shadow fey on one of 
  his journeys along the shadow roads and spoke at length 
  with her. After that encounter, he felt sorrow for the shadow 
  fey’s attachment to the shadows and exile from his home. 
  He knew the shadow fey were once like him and had heard 
  the stories about their turning to darkness. Idealistically, he 
  believed they had suffered long enough and wanted them to 
  rejoin the elves of the Summer Lands. After all, he reasoned, 
  the shadow roads were connected to the Elflands and the 
  Shadow Realm, so the divide between summer elves and 
  shadow fey was unnecessary and should be closed.
  Qeldar first gained an audience with the Queen of Night 
  and Magic, who hid her amusement at the elf’s proposal. 
  She had no problem agreeing to close the gulf between 
  the shadow fey and the elves he ostensibly represented. 
  She knew his naïve efforts would result in failure, but 
  
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  between them. He researched a way to divert travel along 
  the shadow roads and found a group of traveling shadow 
  fey to forcibly bring to the Summer Lands. The surprised 
  shadow fey, thinking they were under attack, drew weapons 
  and attacked equally surprised planar elves, who defended 
  themselves. Qeldar futilely tried to bring order to the chaotic 
  scene, but the shadow fey were all dispatched. The summer 
  elves charged him with treason for bringing shadow fey 
  to the Elflands. His explanation fell on deaf ears, and his 
  punishment was exile.
  Consumed by rage but knowing he needed to bide 
  his time, he brooded within the Shadow Realm and 
  unknowingly drew shadows to him, which ever-so-slowly 
  transformed him into something else. He approached 
  the Queen of Night and Magic again, and she gave him 
  a sympathetic audience as he described his anguish at 
  his treatment. She claimed to be unable to work directly 
  against her counterparts in the Summer Lands, but she 
  slyly indicated several entities, shadow fey included, who 
  no longer acquiesced to her. Many of these creatures were 
  swayed by the shadowy Qeldar and allied with him.
  The fully transformed and newly self-designated Weft of 
  Shadows learned about several artifacts contained within a 
  minor elf noble’s extraplanar vault in the Summer Lands. 
  It wanted to use the artifacts to wreak havoc on Midgard, 
  especially among the elves remaining there. It also wanted 
  to create shadow copies of the artifacts that would allow it 
  to grow a shadow blight to engulf the Elflands. However, it 
  learned about an unusual set of rules involved in the creation 
  of the items: once mortal hands touched the artifacts, the 
  summer elves could not reclaim them. This set of rules also 
  indicated that only mortals could possess and use these 
  artifacts, preventing the Weft from making its shadow 
  duplicates while the artifacts remained in the vault. Two 
  centuries ago, the Weft of Shadows broke into the vault and 
  scattered the artifacts across Midgard to set its plans in motion.
  The summer elf Daesanderena researched the missing 
  artifacts and realized the inherent danger in the Weft of 
  Shadows’ schemes. She found heroes to help her reclaim 
  some of the artifacts (see the Wrath of the Bramble King and 
  Pride of the Mushroom Queen adventures for examples of 
  Daesanderena’s efforts to reclaim the artifacts). Despite her 
  interference, the Weft was able to create an undetectable 
  blight in the Summer Lands—an area it calls the Blot. As 
  it brought more shadowy artifact duplicates to its new 
  demesne, it was able to grow the Blot and draw more 
  shadowy allies to it. The Weft of Shadows defined a horrific 
  price for entry into its home, which serves to deter intruders 
  from storming its lair. To its delight, this price incidentally 
  prevents the planar elves from entering the Blot. Unless the 
  planar elves find allies of their own from outside the Summer 
  Lands, the Weft of Shadows will achieve its goal of uniting 
  shadow fey and summer elves by consuming the Summer 
  Lands in shadow.
  Adventure Hooks
  Daesanderena may know the PCs from previous adventures, 
  or in her searches for competent non-planar elves, and asks 
  them to delve the Blot and destroy the Weft of Shadows 
  before the Blot engulfs the Elflands. Alternatively, the PCs 
  could be traveling the Shadow Roads for unrelated business, 
  and warps in their path caused by the Weft of Shadows 
  dump them near the Blot. Finally, the PCs may have heard 
  rumors about the Weft of Shadows and learn of its presence 
  in the Elflands.
  The Encroaching Shadow
  Once in the Elflands, it should be clear to the PCs that most 
  of the elves there don’t trust the PCs and resent Daesanderena 
  for looking to outsiders to solve their problem. They openly 
  talk about the PCs whether the PCs are within earshot or not. 
  If the PCs are within earshot, the elves leave off all discussion 
  about their efforts to stop the spread of the Blot. They become 
  indignant if the PCs ask anyone other than Daesanderena 
  about their efforts or for any information on the Blot. 
  Daesanderena helpfully explains to the PCs that the Blot 
  demands something in return for entrance, though they are 
  uncertain what it demands. All elves from the Summer Lands 
  who have attempted to breach the structure have disintegrated 
  when they tried to enter, leaving only a vague shadowy outline 
  where they once stood.
  If the PCs ask for a reward for entering the Blot and 
  destroying it and the Weft of Shadows, the planar elves 
  become incensed at their presumption. Daesanderena, a 
  practical elf more in tune with the ways of mortals, calms 
  them down and offers to pay the PCs either 5,000 gp or with 
  a ring of shooting stars or a scimitar of speed.
  The Blot
  Fed by an influx of shadow from the Shadow Realm, the 
  Weft of Shadow’s lair continuously expands its boundaries. 
  The Weft isn’t quite powerful enough to impose its will 
  on the halls and rooms composing the complex, but it 
  and its allies have worked together to physically mold the 
  shadowstuff surrounding and filling the area. As the Blot 
  creeps outward, it creates indistinct chambers that fool the 
  senses when someone enters them. PCs have no problem 
  navigating the chambers within the bounds presented on the 
  map. However, it is possible to step beyond the boundaries 
  into shadowstuff. When this happens, a creature must make 
  a DC 15 Wisdom saving throw for every 5 feet it attempts 
  to move within the shadow stuff. On a failure, the creature 
  
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  moves 5 feet in a random direction (roll a d8 to determine 
  the direction). Creatures calling the Blot home can maneuver 
  through the shadowstuff without the possibility of getting 
  lost. While a creature is within the Blot’s hazy boundaries, all 
  attacks against the creature have disadvantage.
  Accessing the Blot requires a creature to give up its soul or 
  essence. The Weft set up this failsafe to ensure that those who 
  fled the compound would be unable to return. An additional 
  unintended “side effect” is that the summer elves, who 
  only consist of their essences, are wholly consumed when 
  they attempt to enter the Blot, their essences trapped in the 
  Cauldron of Souls in Area 5.
  The Blot is illuminated by dim light, and all colors are 
  washed out in the gloom. The shadows consume light and 
  continual flame spells, reducing their durations to 1 minute 
  and 10 minutes, respectively, and only allowing a 10-foot 
  radius of bright light. Daylight lasts for 10 minutes and sheds 
  bright light out to 30 feet.
  1. ENTRYWAY
  A solid black door presents the only entrance to the Blot. 
  It is the only fixed outer location in the complex. While 
  the rest of the Blot stretches and flows as it extends its 
  boundaries, the southern border remains unchanging. The 
  door is inscribed with flowing gray script that reads, “Offer 
  only your lightest possession, and you will be permitted 
  entry.” The Weft of Shadows enjoys what it sees as a taunting 
  riddle, which doesn’t actually require a creature to solve 
  it to gain entry. Merely touching the door transports the 
  touching creature to its other side and to a set of stairs made 
  of grasping shadowstuff. In the process, the creature loses 
  its soul or essence, which teleports to Area 5, leaving the 
  creature feeling lethargic and like something vital is missing. 
  Exiting the Blot requires no cost, but a creature that hasn’t 
  reobtained its soul or essence can’t reenter the complex. A 
  successful DC 12 Intelligence (Arcana or Religion) check 
  understands this effect. A creature whose home plane is not 
  the Material Plane or Shadow Realm is consumed by the Blot 
  and ends up in the Cauldron of Souls in Area 5. 
  2. SHADOW FEY BARRACKS
  With the exception of the shadow fey, all the creatures 
  residing in the Blot have no need for food, water, or rest. 
  This spartan room serves as a place of recuperation for the 
  few shadow fey guarding the complex. The Weft of Shadows 
  intends to expand this room as he grows in power, knowing 
  he must have an army of disposable minions to protect the 
  Blot as it consumes more land and gains the attention of the 
  Summer Lands’ rulers. As it stands, the Weft of Shadows 
  doesn’t entirely trust the shadow fey, so it posts them near 
  the entrance where they can repel intruders at no great cost 
  to the Weft’s plans.
  The Weft of Shadows’ distrust is not misplaced. The 
  Queen of Night and Magic purposefully disowned the 
  four shadow fey currently operating in the Blot, so she can 
  retain the appearance of diplomatic neutrality. She enjoys 
  the metaphysical punch in the nose delivered by the Weft 
  of Shadows but wishes to suffer no backlash when its plans 
  eventually fail. At the same time, she presents herself as an 
  impartial adviser to the Weft. She subtly directed it to find 
  allies not associated with her court, and the shadow fey 
  quartet was conveniently available. One of them uses the 
  shadow river to travel to the Shadow Realm and report on 
  the Weft’s activities and the summer elves’ reactions to the 
  Queen.
  Two shadow fey duelists (Tome of Beasts, p. 171) and a 
  shadow fey enchantress (Tome of Beasts, p. 172) rest in the 
  barracks. The duelists and enchantress find the shadow fey 
  poisoner in Area 3 disturbing and tend to keep their distance 
  from him. 
  3. ANTECHAMBER
  This room serves to comfortably seat visitors to the Blot 
  while they await an audience with the Weft of Shadows. 
  A long table and six chairs, all made of shadowstuff, stand 
  against the northern wall, helping to conceal the secret door. 
  A successful DC 15 Wisdom (Perception) check notices a 
  cool spot on the wall where the secret door is hidden, while a 
  successful DC 15 Intelligence (Investigation) check discovers 
  the door’s nearly imperceptible seams in the wall. The door is 
  obvious from the other side.
  A shadow fey poisoner (Creature Codex, p. 148) keeps an 
  eye on arrivals from the shadow river flowing into Area 9 
  and spends much of his time patrolling between Areas 3 and 
  9. He escorts Shadow Realm dignitaries to this chamber or 
  helps the shadow river lord in Area 9 repel intruders.
  4. THE MOONLIT CHAMBER
  A lunar devil (Tome of Beasts, p. 110) lairs in this chamber 
  which contains a shadow version of a gem of brightness that 
  sheds moonlight rather than sunlight. The gem dissipates 
  in a puff of black smoke if removed from the Blot. The devil 
  sometimes roams the hall or checks in on the night hags in 
  Area 5. While the Weft uses the devil to provide checks and 
  balances against the night hags in Area 5, the devil makes 
  its own plans to destroy the night hags and obtain all the 
  captured souls for itself. On rare occasions, it “borrows” a 
  soul from the Cauldron of Souls and exits the Blot to harass 
  the summer elves, using the borrowed soul as a means of 
  re-entry. The hags put on a show of reluctance to release a 
  soul from their watch, but, truthfully, they are happy when 
  the devil is gone, knowing the loss of one soul is worth the 
  potentiality of the devil’s destruction by the elves.
  
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  5. CAULDRON OF SOULS
  One of the Weft of Shadow’s negotiations involved obtaining 
  the services of a coven of three night hags. The Weft needed 
  their assistance to operate and protect a soul-harvesting 
  device known as the Cauldron of Souls. The Cauldron is tied 
  to the Blot, imposing its terrible cost of entry and fueling 
  the Blot’s expansion. The Weft’s appeals for the night hags, 
  as former fey beings, to join it in getting revenge against 
  fey who bask in the light failed to sway the hags. The Weft 
  then discovered that the souls the Cauldron collected were 
  valueless to the Weft beyond fueling the expansion of its lair. 
  Upon this realization, the Weft changed tactics and offered 
  the hags their choice of souls with the stipulation they could 
  take only one per week. Confident that the Blot’s expansion 
  will soon become self-sustaining and no longer require the 
  Cauldron’s magic, he magnanimously offered the remainder 
  of the souls to the hags once the Cauldron was no longer 
  needed. The night hags readily agreed.
  The night hags created a magical sensor in the hallway 
  between Areas 4 and 5 to monitor the hallway for intruders 
  and to spy on the lunar devil. A hag can use an action to see 
  or hear through the sensor as if using the clairvoyance spell. 
  A successful DC 20 Wisdom (Perception) check notices the 
  sensor as a tiny, slit pupil in the shadowstuff on the wall. A 
  successful DC 15 Intelligence (Arcana) check disperses the 
  magic used to create the sensor, destroying it. If the check 
  fails by 5 or more, the hags are immediately alerted to the 
  PCs’ presence. If the PCs don’t locate and disable the sensor 
  within two rounds of entering the hallway, the hags use their 
  Change Shape actions to appear as mortal elves searching 
  the Cauldron for their stolen souls. They attempt to convince 
  the PCs to destroy the lunar devil, or they use their guises to 
  catch the PCs by surprise.
  DEVELOPMENT
  A successful DC 20 Intelligence (Arcana) check discovers 
  the following information about the Cauldron of Souls: 
  destroying the Cauldron outside of the Blot will release the 
  souls trapped within, returning them to their bodies, while 
  destroying the Cauldron inside of the Blot will destroy the 
  souls trapped within it. The cauldron weighs 100 pounds 
  and can be removed from its shallow pit with a successful 
  DC 15 Strength (Athletics) check. If the souls are freed, the 
  planar elves, who were seemingly disintegrated when they 
  attempted to enter the Blot, return to life with no memories 
  of the intervening time. 
  6. MAKESHIFT MORGUE
  Obsidian slabs covered in corpses fill this room, leaving little 
  space to maneuver. The victims are the remains of other 
  groups summoned by Daesanderena to investigate the Blot. 
  The fear smith in Area 7 has picked up the rudiments of 
  surgical procedures to enhance its fear-inducing capabilities. 
  It dissected the bodies and arrayed them in disturbing 
  positions to unsettle visitors and trespassers alike. If the fear 
  smith is aware of the PCs’ presence and is able to read their 
  minds with detect thoughts, it hastily reconfigures one of 
  the corpses into a person at least one of the PCs knows. A 
  creature that recognizes the corpse must succeed on a DC 16 
  Wisdom saving throw or become frightened for 1 minute. If 
  the fear smith appears while a PC is frightened, it becomes 
  the source of the PC’s fear. 
   Secret Door. The room’s disturbing scene helps conceal 
  the secret door hidden in the southeast corner. A successful 
  DC 15 Wisdom (Perception) check notices a cool spot on 
  the wall where the secret door is hidden, while a successful 
  DC 15 Intelligence (Investigation) check discovers the door’s 
  nearly imperceptible seams in the wall. The door is easily 
  visible from the hallway on the other side.
  7. WALLS OF TERROR
  The fear smith (Tome of Beasts, p. 181) in this chamber uses 
  a warped version of a relic meant to mollify fears. The Mask 
  of Unmitigated Terror helps carve out new territory for the 
  Blot and fills the indistinct terrain it creates with horrified 
  screams that echo back on each other. 
  The Mask of Unmitigated Terror. The fear smith 
  carries a shadow version of an artifact known as the Mask 
  of Unmitigated Terror. If the fear smith dies, the mask 
  dissipates in a puff of black smoke. While the fear smith 
  carries this item, it can use an action once each day to 
  create a pulse of darkness that extends outward from it 
  to all creatures within 20 feet of it. Each creature in that 
  area must succeed on a DC 17 Wisdom saving throw or 
  have disadvantage on its first attack roll each turn when in 
  dim light or darkness for the next 24 hours as it fears the 
  unknown things that might lurk unseen nearby. A remove 
  curse spell cures the creature of its fear. 
  TREASURE
  A successful DC 18 Intelligence (Investigation) check finds a 
  helm of brilliance (with 1 diamond, 3 rubies, 4 fire opals, and 
  6 opals) hidden in the nearby shadowstuff. This helm was 
  gifted to one of the slain adventurers by Daesanderena.
  8. THE TWISTED SHADOW FOREST
  This formless area is filled with shadowy imitations of trees 
  and brush. While nearly insubstantial, the shadows still grasp 
  at the PCs’ feet, filling the chamber with difficult terrain. 
  This does not affect the forest’s denizens: a shadow beast 
  (Tome of Beasts, p. 345) and a deathwisp (Tome of Beasts, p. 
  72) who lurk among the trees. The deathwisp benefits from 
  the Blot’s inherent shadowy environment and can use its 
  Shadow Jump action anywhere within the Blot.
  
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  The Bramble Crown. The shadow beast wears a shadow 
  version of an artifact known as the Bramble Crown. If the 
  shadow beast dies, the crown dissipates in a puff of black 
  smoke.  While the shadow beast wears this item, it can use an 
  action once each day to create a wall of thorns, except the wall 
  deals necrotic damage instead of piercing or slashing damage. 
  9. THE SHADOW RIVER
  This enormous chamber is the Blot’s core, and a writhing 
  shadow river feeds the chamber. The river provides travel to 
  the Shadow Realm and generates much of the energy fueling 
  the complex’s expansion. It poses a threat to creatures not 
  native to the Shadow Realm or granted protection by the 
  Weft of Shadows.
   Shadow Tendrils. A creature that touches the shadow 
  river or ends its turn within 10 feet of the shadow river 
  takes 5 (2d4) necrotic damage and must succeed on a DC 15 
  Constitution saving throw or have its Strength score reduced 
  by 1d4. The creature dies if this reduces its Strength to 0. 
  Otherwise, the reduction lasts until the creature finishes a 
  short or long rest. A humanoid that dies from this damage or 
  Strength reduction rises as a shadow under the shadow river 
  lord’s control after 1 minute.
   Creatures. Two explorers previously sent by 
  Daesanderena died to the river’s shadow tendrils and rose 
  as two shadow skeletons (Creature Codex, p. 342). These 
  skeletons are under the control of the shadow river lord 
  (Creature Codex, p. 327), who plies the river, and have been 
  instructed to bring mortal intruders to the river to meet the 
  same fate as the skeletons. The shadow river lord hides in 
  the shadows of the river, only revealing itself if the shadow 
  skeletons are destroyed. 
  10. THE BLOT’S HEART
  This peninsula in the shadow river holds a giant gray 
  obelisk with an intense gray light that pierces the Blot’s 
  ceiling. When a creature moves within 10 feet of the obelisk, 
  the light leaves the object and coalesces into a monolith 
  champion (Tome of Beasts, p. 294). The monolith champi-
  on’s Blatant Dismissal ability functions as if it were in a fey 
  locale, and the illusory duplicate of the target remains for 1 
  minute or until the monolith champion is destroyed.
  TREASURE
  The monolith champion’s eyes are lenses that operate as 
  goggles of night.
  11. A GLIMPSE INTO THE VOID
  This chamber once held creatures the Weft of Shadows used 
  to feed the elder shadow drake in Area 12. However, an 
  unexpected visitor, a voidling (Tome of Beasts, p. 404), was 
  drawn to the Blot’s darkness and ate the smaller creatures in 
  this room. The voidling presents a problem and a potential 
  opportunity for the Weft of Shadows. To keep the voidling 
  contained, the Weft feeds it lesser creatures not necessary for 
  the Weft’s schemes.
  Locked Door. The door leading into this chamber is 
  locked. A successful DC 15 Dexterity check using thieves’ 
  tools picks the lock.
  12. BALCONY
  This raised area looks down on Area 9. The Weft of Shadows 
  spends the vast majority of its time near the shadow pool in 
  Area 14. When it wishes to address allies gathered in Area 
  9, it moves here, where it can speak from on high. The room 
  contains the Weft of Shadows’ sole personal touch: a centuries-
  old portrait of Qeldar as a young elf hangs on the northern 
  wall. The portrait shows scoring and scratches all around the 
  portrait’s subject, which is unmarred by the damage.
  The Weft keeps an elder shadow drake (Tome of Beasts, p. 
  153) here as a sort of pet. Where every other creature serves 
  to achieve the Weft’s goals, the shadow drake is left to roam 
  the Blot as it pleases, though it usually remains here with its 
  growing hoard.
  TREASURE
  The portrait of Qeldar is worth 500 gp to a collector of 
  esoteric objects. The Weft allowed the shadow drake to 
  collect trinkets belonging to former explorers that perished 
  in the Blot, which includes 120 gp, a gold band set with 
  diamonds worth 1,000 gp, and a pair of amethyst-inset 
  earrings worth 750 gp.
  13. THE SHADOW’S ADVISER
  The voidling isn’t the only dark, uninvited guest to the Blot. 
  A herald of darkness (Tome of Beasts, p. 249) heard rumors 
  among the shadow fey about the Weft of Shadows and its 
  plans in the Elflands. Intrigued by this and hoping to assist 
  in the Elflands’ literal corruption by the spreading Blot, she 
  insinuated herself as a consultant to the Weft of Shadows. 
  She convinced the Weft with a well-spun story about her 
  status as a rogue agent of the Queen of Night and Magic. 
  She stationed herself in this room, where she can counsel 
  the Weft when it needs a sympathetic ear regarding the 
  suitability of its plans and potential allies.
   The Enoki Scepter. The herald of darkness carries a 
  shadow version of an artifact known as the Enoki Scepter. If 
  the herald of darkness dies, the scepter dissipates in a puff 
  of black smoke. In addition to using the scepter to push the 
  Blot’s boundaries to the north, the herald of darkness can 
  use an action once each day while holding the scepter to 
  spray shadowy spores in a 30-foot cone. Each creature in 
  that area must make a DC 18 Constitution saving throw. 
  
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  On a failure, a creature takes 21 (6d6) necrotic damage 
  and becomes infected with the shadow mold disease. On a 
  success, a creature takes half the damage and doesn’t become 
  infected with the disease. A target infected with shadow 
  mold sprouts gray fungal growths from its body. Until the 
  disease is cured, the target can’t regain hp except by magical 
  means. At the end of each long rest, the infected target must 
  succeed on a DC 18 Constitution saving throw or have its hp 
  maximum reduced by 7 (2d6). The target dies if this effect 
  reduces its hp maximum to 0. When an infected creature 
  dies, a gloomflower (Creature Codex, p. 188) sprouts from 
  its corpse 24 hours later.
  14. THE SHADOW POOL
  The door to this chamber is seamless save for three 
  indentations in the shape of a crown, scepter, and mask. The 
  only resident of the Blot that can enter the Weft’s chamber 
  without the Weft’s permission is the herald of darkness from 
  Area 13. The Queen of Night and Magic and her immediate 
  lieutenants are allowed entry if the Weft is aware of their 
  presence in the Blot. To gain entry, the PCs must defeat the 
  creatures that possess the corrupted versions of the Bramble 
  Crown, the Enoki Scepter, and the Mask of Unmitigated 
  Terror. A successful DC 15 Intelligence (Arcana) check 
  is enough to realize these indentations are connected to 
  powerful magical items. If a PC has seen one of the items 
  or has defeated one of the creatures that holds one of the 
  items, it has advantage on this check. When a creature that 
  possesses one of these items is slain, the indentation on the 
  door to Area 14 fills in. When all three creatures possessing 
  the items have been defeated, a door knob appears on the 
  door, allowing any creature access to the Weft’s chamber. 
  The Weft of Shadows experiments with the pool of 
  shadow in this chamber to increase its power and figure out 
  a way to accelerate the Blot’s growth. While it resents any 
  intrusion into its sanctum, it calmly asks the trespassers 
  to leave. If the PCs decide to parlay with it and do not 
  threaten it, it patiently answers questions for a minute before 
  demanding they leave. If the PCs refuse to leave, it attacks to 
  force them to leave. The Weft can’t afford to let the Blot fall 
  and defends its home to the death.
  Concluding the Adventure
  If the PCs can’t defeat the Weft of Shadows, the Blot 
  continues to grow until the Birch Queen and Oak and Holly 
  Kings decide to take action, launching an assault on the 
  Blot that results in the deaths of hundreds of planar elves 
  and allies from outside the Elflands. Over the course of a 
  century, the Blot slowly shrinks in size to the dimensions it 
  has at the start of the adventure. The elves are eventually able 
  to recover some of the lost artifacts and use those to break 
  into the Blot and destroy the objects holding it together, 
  removing the Blot from the Elflands forever.
  If the PCs defeat the Weft of Shadows, the Blot stops 
  growing without the Weft to guide it. The Cauldron of 
  Souls and the shadow copies of the Bramble Crown, the 
  Enoki Scepter, and the Mask of Unmitigated Terror must be 
  destroyed to cause the Blot to fully collapse. The destruction 
  of each device (or the device’s wielder in the case of the 
  crown, scepter, and mask) reduces the Blot’s diameter by 
  20%. When all four items and the Weft of Shadows have 
  been destroyed, the Blot implodes, and a bright radiance 
  flashes for a moment immediately afterward. Each non-
  shadow creature in the Blot when it implodes is harmlessly 
  ejected outside its entrance. Each shadow creature in the Blot 
  when it implodes must succeed on a DC 18 Constitution 
  saving throw or take 55 (10d10) radiant damage.
  If the PCs defeat the Weft of Shadows, they earn their 
  choice of 5,000 gp, a ring of shooting stars, or a scimitar of 
  speed from the elves. They receive one additional reward  
  for restoring the elves taken by the Cauldron of Souls and 
  another for collapsing the Blot. If they achieve all three goals, 
  they become celebrated among the planar elves, who treat 
  them nearly as equals. Daesanderena becomes an ally to the 
  PCs and gives them a silver pin in the shape of a sunflower 
  (worth 1,000 gp), which they can use as a bonus action 
  once per day to ask for her aid. This aid comes in a form of 
  your choosing, though it is usually in the form of advice on 
  otherworldly topics or similar assistance that doesn’t require 
  the planar elf to physically manifest on the Material Plane (a 
  taxing and dangerous task).
  Weft of Shadows
  This blob of shadows swallows all light touching it. Shadowy 
  tentacles writhe around the creature’s core and exude an 
  unnatural chill.
  The Weft of Shadows gave up the elven form of Qeldar 
  when it transformed into its current shape. Despite the 
  creature’s brutish appearance, it has a surprising amount of 
  cunning, and its force of personality has drawn disparate 
  allies to it.
  WEFT OF SHADOWS
  Large monstrosity, neutral evil
  Armor Class 17 (natural armor)
  Hit Points 171 (18d10 + 72)
  Speed 40 ft., fly 60 ft.
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  19 (+4) 
  12 (+1) 
  19 (+4) 
  13 (+1) 
  14 (+2) 
  18 (+4)
  
  9
  Saving Throws Con +8
  Skills Arcana +5, Intimidation +8, Perception +6, Stealth +5
  Damage Immunities cold, necrotic
  Condition Immunities charmed, exhaustion, frightened, 
  stunned, unconscious
  Senses darkvision 120 ft., passive Perception 16
  Languages Elvish, Umbral
  Challenge 12 (8,400 XP)
  Shadow Blend. In areas of dim light or darkness, the 
  Weft of Shadows is invisible.
  Shadow Traveler (5/Day). As a bonus action while in 
  shadows, dim light, or darkness, the Weft of Shadows 
  disappears into the darkness and reappears in an 
  unoccupied space it can see within 30 feet. A tendril of 
  inky smoke appears at the origin and destination when 
  it uses this trait. If the Weft of Shadows is in the Blot, it 
  can use this trait to teleport to any unoccupied 
  space within the Blot, whether it can see the 
  location or not.
  Traveler in Darkness. The Weft of 
  Shadows has advantage on 
  Intelligence (Arcana) checks made 
  to know about shadow roads and 
  shadow magic spells or items.
  Actions
  Multiattack. The Weft of 
  Shadows makes three tentacle 
  attacks.
  Tentacle. Melee Weapon Attack: 
  +8 to hit, reach 10 ft., one 
  creature. Hit: 13 (2d8 + 4) 
  bludgeoning damage plus 9 
  (2d8) necrotic damage, and the 
  target is grappled (escape DC 16) 
  if it is a Large or smaller creature 
  and the Weft doesn’t have two 
  other creatures grappled. Until 
  the grapple ends, the target 
  is restrained and takes 9 (2d8) 
  necrotic damage at the start of 
  each of its turns.
  Legendary Actions
  The Weft of Shadows can take 
  3 legendary actions, choosing 
  from the options below. Only 
  one legendary action option 
  can be used at a time and only 
  at the end of another creature’s 
  turn. The Weft of Shadows 
  regains spent legendary actions 
  at the start of its turn.
  Dismiss Light. The Weft of Shadows dispels a single 
  source of magical light. This effect works like a dispel 
  magic spell.
  Move. The Weft of Shadows moves up to its speed 
  without provoking opportunity attacks.
  Strength Drain (Costs 2 Actions). The Weft of Shadows 
  drains energy from one creature it is grappling. The 
  target must succeed on a DC 16 Constitution saving 
  throw or its Strength score is reduced by 1d6. The target 
  dies if this legendary action reduces its Strength to 0. 
  Otherwise, the reduction lasts until the target finishes 
  a long rest. A humanoid that dies from this action rises 
  as a shadow under the Weft of Shadows’ control at the 
  start of the Weft’s next turn.
  
  10
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