Medium Aberration, Neutral Evil
Armor Class 15 (natural)
Hit Points 56 (8d8 + 27)
Speed 30 ft.
STR
14 (+2)
DEX
16 (+3)
CON
16 (+3)
INT
16 (+3)
WIS
14 (+2)
CHA
8 (-1)
Saving Throws DEX +7, WIS +6
Skills Arcana +7, Insight +6, Perception +6, Stealth +7
Damage Vulnerabilities Radiant
Damage Resistances Necrotic
Condition Immunities Blinded, Charmed, Frightened, Poisoned
Senses Truesight 120 ft., Passive Perception 15
Languages Abyssal, Undercommon
Challenge 9 (5,000 XP)
Proficiency Bonus +4
Traits

Keen Sight. The nothic has advantage on Wisdom (Perception) checks that rely on sight.

Psychic Connections. Whenever the Nothic uses its “Weird Insight” action, whether the target succeeds or fails the saving throw, the Nothic learns any languages it’s target knows, and can communicate telepathically for 1 minute or until the Nothic uses its “Weird Insight” action on different target.

Spellcasting. The mage is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The mage has the following wizard spells prepared:

Cantrips (at will): Fire bolt, Mind Sliver, Sapping Sting, Prestidigitation

1st level (4 slots): Hex, Mage Armor, Magic Missile, Shield

2nd level (3 slots): Misty Step, Wither and Bloom

3rd level (3 slots): Counterspell

4th level (3 slots): Blight

Actions

Multiattack. The nothic makes two claw attacks or casts a spell and uses “Weird Insight”.

Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.

Vecna’s Rotting Gaze.(Recharge 3-6) The nothic targets one creature it can see within 30 feet of it. The target must succeed on a DC 14 Constitution saving throw against this magic or take 10 (3d6) necrotic damage and can only choose to either take an action or bonus action on its turn, also unable to take reactions until the Nothic’s next turn.

Weird Insight. The nothic targets one creature it can see within 30 feet of it. The target must contest its Charisma (Deception) check against the nothic’s Wisdom (Insight) check. If the nothic wins, it magically learns one fact or secret about the target. The target automatically wins if it is immune to being charmed.

Bonus Actions

Vecna’s Undying Will. Channeling the powerful necromancies of Vecna, the Nothic gains 12 (2d10) hit points. If the Arch-Nothic is already at full health, instead it gains that many temporary hit points.

 

 

Reactions

Boon of Vecna. Whenever the Nothic is hit by an attack, all creatures within 15 feet of it take 10 (3d6) necrotic damage, and the Nothic can teleport 15 feet away in any direction within an unoccupied space.

Description

An arch-nothic is a monstrous creature with terrible talons and a single great eye. When driven to violence, it uses its horrific gaze to rot the flesh from its enemies’ bones, forever touched and guided by Vecna’s dark magic. Seeking to serve him, these intelligent and magical Nothics gather to try to determine what it is they want.

 

Previous Versions

Name Date Modified Views Adds Version Actions
8/2/2022 8:11:38 AM
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Habitat: Underdark

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