b'Sveldive, Solemn \n'b'  Family:   Svetudilven  \n'b'  Small   fey  (enrooted),  any  \n'b'  Armor Class  15 (natural armor) \n'b' Hit Points  82 (15d6 + 30);  Wound Threshold  21 \n'b' Speed  0 ft., fly 40 ft. (hover)\n'b' STATS STR: 4 (-3) DEX:  16 (+3)  CON:  14 (+2)  INT:  16 (+3)  WIS:  16 (+3)  CHA:  16 (+3)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Skills   History  +6,  Perception  +6,  Stealth  +6 \n'b' Damage Immunities  acid \n'b' Condition Immunities   blinded ,  deafened ,  prone  \n'b' Senses  blindsense 60 ft., passive  Perception  16 \n'b' Languages  Sylvan, Undercommon, and any three languages \n'b' Challenge  6 (2,300 XP) \n'b' SPECIAL TRAITS \n'b'\n'b'  Innate Spellcasting . The solemn sveldive\xe2\x80\x99s innate spellcasting ability is  Charisma  (spell save DC 14, +6 to hit with spell attacks). The solemn sveldive can innately cast the following spells like a 9th-level spellcaster, requiring no material components: \n'b'\n'b'  At will :  magic mouth ,  minor illusion ,  silent image , silent walk* \n'b'  3/day each :  blur ,  color spray ,  cure wounds  \n'b'  1/day each :  hallucinatory terrain ,  hypnotic pattern ,  mass cure wounds  \n'b'\n'b' ACTIONS \n'b'\n'b'  Paralyzing Tentacle .  Melee Weapon Attack : +5 to hit, reach 5 ft., one creature.  Hit : 3 (1d6) acid damage, and the target must succeed on a DC 11  Constitution  saving throw or be  paralyzed  until the end of its next turn. \n'b'  Etherealness . The lovely sveldive shifts from the Material Plane to the Ethereal Plane, or vice versa. It leaves behind it a portal that any creature can pass through, which remains open for 1d6 rounds. \n'b'\n'b' BONUS ACTIONS \n'b'\n'b'  Variable Halo . The lovely sveldive sheds bright light in a 5 to 20-foot radius and dim light for an additional number of feet equal to the radius of the bright light. It can change this radius as a bonus action. \n'b'\n'b' ACTIONS \n'b'\n'b'  Multiattack . The solemn sveldive makes two paralyzing tentacle attacks. \n'b'  Paralyzing Tentacle .  Melee Weapon Attack : +6 to hit, reach 5 ft., one creature.  Hit : 14 (4d6) acid damage, and the target must succeed on a DC 13  Constitution  saving throw or be  paralyzed  for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. \n'b'  Etherealness . The solemn sveldive shifts from the Material Plane to the Ethereal Plane, or vice versa. It leaves behind it a portal that any creature can pass through, and which remains open for 1d6 rounds. \n'b'\n'b' BONUS ACTIONS \n'b'\n'b'  Variable Halo . The solemn sveldive sheds bright light in a 5 to 50-foot radius and dim light for an additional number of feet equal to the radius of the bright light. It can change this radius as a bonus action. \n'b'\n'b' ABOUT \n'b' The solemn sveldive is slightly bigger than its peers. It sometimes lives among a large community of its cousins, and sometimes alone. It wanders across new tunnels and ruins, seemingly meditating at length on the passing of time. By dint of its prolonged observations, it has accrued extensive knowledge, which it usually shares via illusions rather than through speech.'