Magic Resistance. The mothman has advantage on saving throws against spells and other magical effects.
Innate Spellcasting (Psionics). The mothman’s innate spellcasting ability is Intelligence (save DC 15, +8 to hit with spell attacks). It can innately cast the following spells, requiring no components:
At will: detect thoughts, levitate, misty step
1/day each: dominate monster, plane shift (self only)
Spellcasting. The mothman is a 10th-level spellcaster. Its spellcasting ability is Intelligence (save DC 15, +8 to hit with spell attacks). The mothman has the following wizard spells prepared:
Cantrips (at will): blade ward, dancing lights, mage hand, shocking grasp
1st level (4 slots): detect magic, disguise self, shield, sleep
2nd level (3 slots): blur, invisibility, ray of enfeeblement
3rd level (3 slots): clairvoyance, lightning bolt, sending
4th level (3 slots): confusion, hallucinatory terrain
5th level (2 slots): telekinesis, wall of force
Tentacles. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 15 (2d10 + 4) psychic damage. If the target is Medium or smaller, it is grappled (escape DC 15) and must succeed on a DC 15 Intelligence saving throw or be stunned until this grapple ends.
Extract Brain. Melee Weapon Attack: +7 to hit, reach 5 ft., one incapacitated humanoid grappled by the mothman. Hit: The target takes 55 (10d10) piercing damage. If this damage reduces the target to 0 hit points, the mothman kills the target by extracting and devouring its brain.
Mind Blast (Recharge 5–6). The mothman magically emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a DC 15 Intelligence saving throw or take 22 (4d8 + 4) psychic damage and be stunned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
The mothman 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 mothman regains spent legendary actions at the start of its turn.
Misty Step. The mothman casts misty step as an at-will spell.
Tentacles. The mothman makes a Tentacle attack.
Hypnotic Spores. The mothman beats its wings. Each creature within 10 feet of the mothman must succeed on a DC 15 Constitution saving throw or take 13 (2d6 + 6) psychic damage and be stunned for one round. The mothman can then fly up to half its flying speed.
Description
The Brennenwerth Mothman is a failed creation of a ruthless sorcerer, who created a series of clones of himself that he infused with corrupting Shadowfell energy. It escaped the sorcerer's laboratory and has remained in hiding since. Dressed in torn and filthy robes, it drapes its enormous moth wings around itself like a cloak, or hiding them underneath robes when in urban environments.
The Mothman has a mutated, horrific face, which only vaguely resembles the human anatomy of its creator. A tangle of eyes, mouths, twisted noses and ears make up its face, which it shamefully tries to hide. Its head is grossly elongated, and when it extracts the brains of its victims the head opens up in a great toothed maw.
The Brennenwerth Mothman is constantly levitating as if under the effects of the levitate spell. It has no useful feet, its lower limbs instead being a tangle of useless and weak tentacles. Its left arm is similarly a mess of tentacles, but with considerable strength, which it uses to grapple its victims to feed upon them.
The Brennenwerth Mothman is neurotic and paranoid. It assumes that any creatures approaching it are its creator's henchmen and are out to capture or kill it for research purposes. It flees if possible, should it be reduced to half hit points or less or otherwise be outnumbered. It begs or bargains for mercy if possible, lying and deceiving recklessly in order to survive. If cornered, it will fight ruthlessly to the death, making sure that its opponents die if dropped to 0 hit points.
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