Keen Sight. The nothic has advantage on Wisdom (Perception) checks that rely on sight.
Thickened Hide. The nothic’s AC cannot be lower than 16.
Stealth Camouflage. The nothic has advantage on Stealth checks made to hide.
Amphibious. The nothic has the ability to breathe underwater.
Powerful Legs. The nothics maximum jump height and distance are doubled.
Devil’s Sight. The nothic gains the ability to see through magical darkness.
Magic Resistance. The nothic has advantage on saving throws against spells and other magical effects.
Multiattack. The nothic makes two claw attacks.
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.
Tentacle. Melee Weapon Attack: +6 to hit, reach 15 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage plus 4 (1d8) piercing damage. On a hit, the target must make an apposed Athletics check or be pulled to the closest space available to the nothic.
Rotting Gaze. 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.
Demon's Fire. Once per long rests the nothic can force a target it can see within 30 feet of it to make a Dexterity saving throw (DC 15), taking fire damage on a failed save or half as much on a success. The fire damage is 4d10.
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.
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