Monster Dossier

Mothman

Mothman is a fantasy monster entry from source B3.

Level 7

Traits

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Rules & statistics

Monster Profile

Perception

15

Senses

  • Name
    darkvision

Languages

Languages
  • aklo
  • common
  • sylvan
  • undercommon (can't speak any language)
Abilities
  • telepathy

Skills

Acrobatics
16
Nature
13
Occultism
15
Society
13
Stealth
16

Ability Mods

Str
2
Dex
5
Con
4
Int
2
Wis
4
Cha
5

Defenses

Ac
26
Saving Throws
Fort
13
Ref
18
Will
15
Hp
  • Hp
    90

Speed

Walk
25
Fly
50

Attacks

  • Range
    Melee
    Name
    claw
    Attack
    16
    Traits
    • agile
    • finesse
    Damage
    2d8+4 slashing
    Types
    • slashing

Spellcasting

  • Type
    Innate
    Tradition
    occult
    DC
    25
    Attack
    17
    Entry
    0
    Level
    4
    Spells
    • Name
      daze
    • Name
      ghost sound
    • Name
      read aura
    2
    Spells
    • Name
      illusory object
    • Name
      misdirection
    3
    Spells
    • Name
      illusory creature
    • Name
      mind reading
    4
    Spells
    • Name
      invisibility
    • Name
      modify memory
    • Name
      nightmare
    • Name
      phantasmal killer
    • Name
      suggestion

Abilities

Mid
  • Traits
    • aura
    • emotion
    • enchantment
    • fear
    • mental
    • occult
    • visual
    Entries
    • 30 feet. When a creature ends its turn in the aura, it must attempt a 25 Will save. A creature that fails is frightened 1 (or frightened 2 on a critical failure) The mothman can deactivate or activate this aura with a single action, which has the concentrate trait.
    Name
    Portentous Gaze
Bot
  • Activity
    Number
    3
    Unit
    action
    Traits
    • primal
    Frequency
    Unit
    day
    Number
    1
    Entries
    • The mothman casts any spell of 5th level or lower that normally takes 2 or fewer actions to cast, whether they have those spells in their innate spells or not. They can use this ability only if doing so steers the flow of fate in its proper course toward a disaster or otherwise significantly memorable event. What the proper flow of fate entails is determined by the GM, but some examples include casting illusory scene to coax someone to a portentous location, casting sending to deliver an important message to someone the exact moment they need to hear it, or casting rusting grasp to weaken a structure and cause some necessary calamity.
    Name
    Agent of Fate
  • Activity
    Number
    1
    Unit
    action
    Traits
    • concentrate
    • emotion
    • enchantment
    • fear
    • mental
    • occult
    • visual
    Entries
    • The mothman fixes their glare at a creature they can see within 30 feet. The target must immediately attempt a Will save against the mothman's portentous gaze. If the creature is already frightened when it attempts this save, on a failure it becomes stupefied 1 for 24 hours in addition to the frightened effect.
    • After attempting its save, the creature is then temporarily immune for 1 minute.
    Name
    Focus Gaze

Background

Lore

No lore provided.