Medium Aberration, Chaotic Evil
Armor Class 16 (natural armor)
Hit Points 60 (12d8 + 5)
Speed 10 ft., Fly 40 ft.
STR
15 (+2)
DEX
17 (+3)
CON
12 (+1)
INT
15 (+2)
WIS
13 (+1)
CHA
14 (+2)
Skills Stealth +5
Senses Darkvision 60 ft., Passive Perception 11
Languages Deep Speech, Undercommon
Challenge 1 (200 XP)
Proficiency Bonus +2
Traits

Damage Transfer. While attached to a creature, the netherwingr takes only half the damage dealt to it (rounded down), and that creature takes the other half.

False Appearance. While the netherwing remains motionless, it is indistinguishable from a Cloak of the Bat.

False Dweomer.  The netherwing cloaker gives off a false magical aura designating it as a magical item.

Granted Flight. While wearing the netherwing like a cloak, a creature had advantage on Dexterity (Stealth) checks. The creature may fly at a speed of 40 feet. 

Attunement. A creature wanting to don the netherwing as a cloak must attune to it. Doing so bonds the netherwing to the wearer. The wearer of the creature will find themselves compelled to never remove the cloak and cannot unless magic is used to remove a curse. The netherwing can choose to end attunement at any time. 

If another creature tries to forcibly remove the netherwing from the wearer they must make a DC 13 Strength check. Failure will result in the creature remaining attached to the attuned creature. Success will sever the attunement between the creature and the netherwing causing 1d4+4 psychic damage to both the netherwing and the former wearer. 

Actions

Psychic Feeding. The netherwing will feed on the wearer's psionic energy as long as it is worn, wearing the creature down over time. For every day the netherwing is attached and feeds, the attuned creature will suffer a level of exhaustion. These levels of exhaustion cannot be removed by simple rest and can only be restored through magical means until the netherwing is detached from the wearer.

Psionic Scream. Each creature within 60 feet of the netherwing must succeed on a DC 13 Wisdom saving throw or become paralyzed until the end of the netherwing's next turn next turn. If a creature's saving throw is successful, the creature is immune to the netherwing's psionic scream for the next 24 hours.

Mind Bolt (Recharge 5-6). The netherwing emits psychic energy in a 30-foot cone. Each creature in that area must succeed on a DC 13 Intelligence saving throw or take 4 (1d8) psychic damage. 

Description

Netherwings are a curious divergence from the common cloaker. Their exact origin is unknown but the creatures have somehow come to be virtually indistinguishable from a Cloak of the Bat including a false dweomer identical to that of the magic item they mimic. 

Monster Tags: aberration

Elf_Bait

Comments

Posts Quoted:
Reply
Clear All Quotes