Faceless. A nightgaunt has no face but can still see in all directions as if its entire body were an eye. It is immune to gaze attacks, but not to illusions that rely upon vision to function. It has no need to breathe and is immune to all inhaling-based effects.
Flyby. The nightgaunt doesn’t provoke an opportunity attack when it flies out of an enemy’s reach.
Pack Tactics. The nightgaunt has advantage on attack rolls against a creature if at least one of the nightgaunt’s allies is within 5 feet of the creature and the ally isn’t incapacitated.
Silent. The nightgaunt doesn’t make any sound and has advantage on Dexterity (Stealth) checks.
Otherworldly. The nightgaunt doesn’t require air, food, or drink.
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., 1 target. Hit: 12 (2d8 + 3) slashing damage and the target is grappled (escape DC 16). Until the grapple ends, the target is restrained, and the nightgaunt can’t use its claws on another target.
Tickle. As a bonus action, a nightgaunt can use its tail to tickle a grappled or helpless foe with horrible efficiency. The target must succeed at a DC 13 Constitution save or be incapacitated until the end of the nightgaunt’s next turn.
Description
This lean humanoid creature has large bat-like wings, a pair of horns jutting from its head, and a long, snaky tail.
Its body is covered in rubbery black hide, and it has no face.
Nightgaunts are horrible gargoyle-like creatures that often serve as guards or sentries for more intelligent creatures. They can be called and bound with various unspeakable rituals, and in fact seem to exist specifically to serve when called.
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