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Breadcrumb

Mothman

Challenge
Tags
str
13
dex
15
con
18
int
14
wis
17
cha
12

AC 12
HP 42 (5d8+20; bloodied 21)
Speed 30 ft., fly 50 ft.


Proficiency +2; Maneuver DC 12
Saving Throws Athletics +3 (1d4), Perception +5 (1d4), Stealth +4 (1d4), Survival +5
Skills Athletics +5, Perception +7, Stealth +6, Survival +5
Damage Vulnerabilities acid, fire, lightning, thunder
Damage Resistances cold, poison, psychic
Condition Immunities charmed, frightened
Senses blindsight 40 ft., darkvision 120 ft., passive Perception 22
Languages Common, telepathy 100 ft.


Electrical Interference. The mothman’s potent psionic energies create a roil in the air, disrupting the senses of mortal creatures and causing metal to behave erratically within 100 feet of it. Any creature within the aura and wielding a heavy weapon made of metal takes a ‒2 penalty on attack rolls . A creature wearing heavy metal armor within the aura reduces its Speed by half.

In addition, the mothman is immune to magic missile .

Evasion. If the mothman is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the mothman instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

Flyby. The mothman doesn’t provoke opportunity attacks when it flies out of an enemy’s reach.

Foresight. The mothman can’t be surprised and has advantage on attack rolls , ability checks , and saving throws . Additionally, other creatures have disadvantage on attack rolls against it and against its basic maneuvers. Unlike normal, if an attacking creature would have advantage twice or more (such as from true strike while making a melee attack against a prone mothman) the attacking creature has advantage.

Innate Spellcasting . The mothman’s innate spellcasting ability is Wisdom (spell save DC 13). The mothman can innately cast the following spells, requiring no material components:
Constant: tongues
At will: guidance , detect evil and good , detect magic , detect poison and disease
3/day each: augury , dream , identify , detect thoughts , fear , locate animals or plants , locate object , speak with animals
1/day each: arcane eye , clairvoyance , divination , locate creature , phantasmal killer
1/week each: commune , commune with nature , contact other plane , legend lore , scrying
1/month each: find the path , true seeing

Prodigious. The mothman counts as Large sized when determining its carrying capacity.

Siege Monster. The mothman deals double damage to objects and structures.


ACTIONS

Multiattack. The mothman attacks twice: once with its claws and once with its wings.

Claw. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6+1) slashing damage and the target is grappled (escape DC 11).

Wing. Melee Weapon Attack: +3 to hit, reach 10 ft., one target. Hit: 3 (1d4+1) bludgeoning damage.

Description

Let’s roam about in the valleys of West Virginia and see if we can’t scare up that infamous furry flying cryptid known in the region as the Mothman! This is a relatively recent myth in American folklore born out of old Cold War paranoia and an unhealthy amount of superstition.

In November 1966 there were two sightings, first some gravediggers and then two couples from Point Pleasant, of a man-like shape flying low, a large, gray, red-eyed creature with 10-foot wings. Then all of a sudden everyone with a telephone happened to have seen it! The scientific community placed the blame on this or that bird managing to fly out of their migratory patterns, but after the ruinous collapse of the Silver Bridge, an event that claimed the lives of 46 people, the Mothman became inextricably tied to the tragedy.

Monster Type Description

Aberrations are unnatural beings that don’t belong to this plane of existence. Many aberrations are telepathic and use a mental power known as psionic power instead of magic. An aboleth is an aberration.