Dread Mothman

Family: Mothman

Medium undead, lawful evil

Armor Class 18 (incorporeal)
Hit Points 54 (18d8 + 8)
Speed 0 ft., fly 60 ft.

STR DEX CON INT WIS CHA
20 (+5) 12 (+1) 16 (+3) 12 (+1) 14 (+2) 16 (+3)

Saves Dex +5, Wis +6
Skills Perception +6, Stealth +5
Damage Resistances necrotic; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities poison
Condition Immunities exhaustion, frightened, poisoned, unconscious
Senses darkvision 60 ft., passive Perception 16
Languages Common, Infernal
Challenge 11 (7,200 XP)

SPECIAL TRAITS

  • Agent of Fate (1/Day). The mothman can cause any ability check, saving throw, or attack it can see to be made with advantage or disadvantage, but only if doing so steers the flow of fate in its proper course. What the proper flow of fate entails is determined by the GM.
  • Blurred. Any creature has disadvantage on attack rolls against the mothman. An attacker is immune to this effect if it doesn’t rely on sight, as with blindsight, or can see through illusions, as with truesight.
  • Flyby. The mothman doesn’t provoke opportunity attacks when it flies out of an enemy’s reach.
  • Rejuvenation. If the dread mothman is destroyed, he returns to life at dusk the next day and regains all his Hit Points. Only a remove curse (cast at 7th level or higher) or wish spell can prevent this trait from functioning.
  • Sunlight Sensitivity. While in sunlight, the dread mothman has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
  • Turning Defiance. The dread mothman and any specters within 30 feet of him have advantage on saving throws against effects that turn undead.

ACTIONS

  • Multiattack. The dread mothman makes three attacks, either with his claws or long shadowy quills. He can use Life Drain in place of one claw attack.
  • Life Drain. Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 20 (5d6 + 3) necrotic damage. The target must succeed on a DC 15 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. A humanoid slain by this attack rises 24 hours later as a spectersrd under the Mothman’s control, unless the humanoid is restored to life or its body is destroyed. The Mothman can have no more than twelve specters under his control at one time.
  • Claws. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) force damage, or 10 (1d10 + 5) slashing damage if used with two hands, plus 10 (3d6) necrotic damage.
  • Quills. Ranged Weapon Attack: +5 to hit, range 50/200 ft., one target. Hit: 5 (1d8 + 1) force damage plus 10 (3d6) necrotic damage.

ABOUT

Little is known of these strange creatures, save that when they appear, calamity follows. Mothmen see themselves as agents of fate, exhibiting extraordinary powers to guide the hands of destiny. More often than not, citizens encounter a mothman and never recall the meeting, yet fall right into the creature’s obscure plans. Mothmen stand almost 7 feet tall and weigh 100 pounds.

Dread Mothman. Sometimes a mothman is slain in a particularly gruesome fashion, at the height of a calamity that it may have caused itself or when its attempt to alter destiny failed and rebounded upon it. These ghastly undead spirits lack many of the powers of a living mothman, yet they retain a cruel obsession with altering fate, only now it is always toward doom for the living.

Section 15: Copyright Notice

Faerie Bestiary (5E) © 2022, Legendary Games; Authors Matt Kimmel, Michael “solomani” Mifsud, Miguel Colon, Robert J. Grady, Jason Nelson, Jeff Ibach, Tim Hitchcock.

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