Magic Resistance. The MothBeard has advantage on saving throws against spells and other magical effects.
Devil's Sight. Magical darkness doesn't impede the devil's darkvision.
Multiattack. The MothBeard makes three attacks: two with his Claws and one other action such as stunning screech
Claw. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 15 (3d6 + 5) slashing damage.
Staff. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) Bludgeoning damage.
Stunning Screech (1/Day). MothBeard emits a horrific screech. Each creature within 20 feet of it that can hear it and that isn't a demon must succeed on a DC 14 Constitution saving throw or be stunned until the end of MothBeards next turn.
Weakening Gaze. MothBeard targets one creature that it can see within 20 feet of it. The target must make a DC 13 Constitution saving throw. On a failed save, the target deals only half damage with weapon attacks that use Strength for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Storm of Moths (Recharge 5-6). The abhorrent overlord conjures a swarm of spectral Moths in a 20-foot-radius sphere centered on a point the overlord can see within 120 feet of it. The sphere remains for 1 minute or until the overlord loses concentration (as if concentrating on a spell), and its area is lightly obscured and difficult terrain.
Any creature that moves into the area for the first time on a turn or starts its turn there must make a DC 15 Constitution saving throw. A creature takes 16 (3d10) slashing damage plus 16 (3d10) psychic damage on a failed save, or half as much damage on a successful one.
Psychic Drain (Costs 2 Actions). One creature Stunned by MothBeard takes 10 (3d6) psychic damage, and the Mothbeard regains hit points equal to the damage the creature takes.
Staff of Crytpids : (Recharge 4-6) Hellish Rebuke : You point your finger, and the creature that damaged you is momentarily surrounded by hellish flames. The creature must make a Dexterity saving throw (Dc 14). It takes 2d10 fire damage on a failed save, or half as much damage on a successful one.
Lair and Lair Actions
Cryptic Fog - The creature creates a thick cloud of caustic black smoke that heavily obscures anything in or behind it. The smoke fills a 20-foot-radius sphere centered on a visible point within 120 feet, lasting until the start of the next round. Any other creature entering the cloud or starting its turn within it takes 10 (3d6) acid damage.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
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3/19/2025 11:05:41 AM
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2
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1
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1.0
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Coming Soon
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4/14/2025 12:15:26 PM
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2
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1
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2.0
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Coming Soon
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