Medium Undead, Chaotic Neutral
Armor Class 15 Natural Armor
Hit Points 52 (8d8 + 16)
Speed 20 ft., fly 60 ft.
STR
13 (+1)
DEX
16 (+3)
CON
15 (+2)
INT
13 (+1)
WIS
14 (+2)
CHA
16 (+3)
Saving Throws DEX +6, WIS +5
Skills Intimidation +6, Perception +5
Damage Vulnerabilities Radiant
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Condition Immunities Charmed, Frightened
Senses Darkvision 120 feet, Unknown Mothman is Deaf., Passive Perception 15
Languages Aarakocra Can understand but not speak, Auran Can understand but not speak, Common Can understand but not speak
Challenge 5 (1,800 XP)
Proficiency Bonus +3

Fear Aura: Any creature Hostile to Mothman that starts its turn within 20 feet of it must make a DC 14 Wisdom saving throw, unless Mothman is Incapacitated. On a failed save, the creature is frightened until the start of its next turn. If a creature's saving throw is successful, the creature is immune to Mothman's Fear Aura for the next 24 hours.
Beasts and creatures with an intelligence of 4 or lower automatically fail this save.

Keen Sight: Mothman has advantage on Wisdom (Perception) checks that rely on sight in the darkness.

Legendary Resistance (2/ Day): If Mothman fails a saving throw, it can choose to succeed instead.

Magic Resistance: Mothman has advantage on saving throws against spells and other magical effects.

Precognitive Evasion. If Mothman is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

Sunlight Sensitivity: While in sunlight, Mothman has disadvantage on Attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Actions

Multiattack. Mothman makes two attacks with its claws.

Claws. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit: 10 (2D6 +3) slashing damage plus 13 (3D8 necrotic damage).

 

Legendary Actions

Mothman can take 3 Legendary Actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. Spent legendary Actions are regained at the start of each turn.

Move: Mothman moves up to its speed without provoking Opportunity Attacks.

Dive Bomb (Costs 2 Actions): Mothman flies up to 30 feet and makes one claw attack.

Prophecy (Costs 3 Actions): Mothman can cause all creatures to re-roll initiative scores. Once these have been re-rolled, Mothman can choose to re-roll their initiative or remain with their original roll.


 

Description

Moths or Birds? Mothmen, as their name implies, bare many features similar to moths, who in a previous life it is believed that these creatures may have resembled far more closely. Now though, reborn or re-forged as avian spirits, these creatures are more visibly similar to harpies in appearance. Capturing a good glimpse of a Mothman is difficult however, as their bodies radiate an unnatural shadow that seems to absorb all light that hits them aside from the luminance of their own crimson eyes. 

Mysterious origins. Mothmen as they have come to be known by the denizens of the world are poorly understood and seldom seen creatures. They tend to make their homes in densely wooded marshlands and forests where they blend in seamlessly in the night, but in truth, their homes are not of this plane. There are many rumoured origins of the Mothmen; common hearsay claims that they were once Harpies or Aarakocra who ventured into dark forests who share a connection to the Shadowfell and were spat out of that plane as twisted creatures of the night. The truth as far as scholars are concerned leans towards the concept that these creatures were once creatures of the elemental plane of air, corrupted or perhaps blessed by the Raven Queen or some other entity who likely power from the Shadowfell. Twisted in the image of their master they act as messengers and scavengers, hunters and watchers in the dark.

 Friend or Foe? Mothmen contrary to popular belief are not “night harpies” or “shadow harpies”, as the malevolent corpse-eating beasts of legend. Neither are they particularly benevolent. They are merely observers, like shadowy watchtowers in different planes, acting as the many crimson eyes of their mysterious creator. The extraplanar entity that bore them feeds them shifting glimpses of the future and asks them to prevent certain disasters or ensure that others occur, all to ensure the unknowable plots of their masters.

When not following prophetic instructions, Mothmen are left for decades or perhaps even centuries to their own devices and will act as predatory birds might. They are easily startled especially with their poor or perhaps completely non-existent sense of hearing which has been robbed of them in exchange for their incredibly potent sight. Lumberjacks and miners venturing into a Mothman’s habitat are often surprised that their loud excavations or deforestation wouldn’t warn these creatures before the terrified humanoids make almost physical contact. Surprised by what they perceive to be intruders, Mothmen will defend themselves viciously and without mercy so that they may resume their prophetic and watchful post.

Environment: ForestGrasslandHillMountainSwampUrban

TheArcaneForge

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