Visibly charged with electricity, these giant moths range from cerulean to navy blue. Their long, crooked legs dangle from their bodies like bolts of lightning.
Small beast, unaligned
Armor Class 12
Hit Points 27 (5d6 + 10)
Speed 25 ft., fly 30 ft.
|11 (+0)||15 (+2)||14 (+2)||3 (-4)||10 (+0)||7 (-2)|
- Antennae. The giant moth has advantage on Wisdom (Perception) checks that rely on smell.
- Charged. At the start of each of the shockwing’s turns, each creature within 5 feet of it must succeed on a DC 12 Constitution saving throw or take 2 (1d4) lightning damage. This trait doesn’t function if the shockwing has used its Fulminating Wings in the last 24 hours.
- Multiattack. The shockwing makes two proboscis attacks.
- Proboscis. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage and 2 (1d4) lightning damage.
- Fulminating Wings (1/day). A 20-foot radius burst of electricity releases from the shockwing. Each creature in that area must succeed on a DC 12 Constitution saving throw or be stunned until the end of its next turn.
Moths are old creatures, and they have survived through ages and events that other species have not. For this reason, though their coloration may not be as vibrant as butterflies and their flight not as graceful as dragonflies, moths are considered by many to possess great wisdom.
Free in the Storm. The shockwing’s presence predicts a great electrical storm when these giant moths breed. They are wild and unpredictable during storms, and many woodland creatures seek shelter from them as much as from the rain.
Creature Codex. © 2018 Open Design LLC; Authors Wolfgang Baur, Dan Dillon, Richard Green, James Haeck, Chris Harris, Jeremy Hochhalter, James Introcaso, Chris Lockey, Shawn Merwin, and Jon Sawatsky.