5e SRD >Creatures >

Feargaunt

Medium fiend, chaotic evil

Armor Class 16
Hit Points 78 (12d8 + 24)
Speed 40 ft.

STR DEX CON INT WIS CHA
6 (-2) 19 (+4) 14 (+2) 13 (+1) 12 (+1) 14 (+2)

Saving Throws Dex +8, Wis +5
Skills Perception +9, Stealth +12
Damage Vulnerabilities radiant
Damage Resistances acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities necrotic, poison
Condition Immunities exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
Senses darkvision 60 ft., passive Perception 19
Languages Common but can’t speak
Challenge 9 (5,000 XP)

SPECIAL TRAITS

  • Innate Spellcasting. The feargaunt’s innate spellcasting ability is Charisma (+6, DC 14). It can innately cast the following spells, requiring no material components:
  • Incorporeal Movement. The feargaunt can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.
  • Never Far Behind (Recharge 4–6). As a bonus action, the feargaunt can teleport to an unoccupied space adjacent to a target that has taken Charisma damage or is frightened by its nightmare aura.
  • Nightmare Aura. A feargaunt is cloaked in a 60-foot-radius aura of fear, which manifests as darkened shadows, subtle rot, and skewed perspective. The first time a creature ends its turn within the aura, it must succeed at a DC 20 Wisdom save or be frightened for as long as it stays within the aura and until the end of its next round thereafter.
  • Prideful Defense. The feargaunt’s AC includes its Charisma modifier.
  • Sunlight Sensitivity. While in sunlight, the feargaunt has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

ACTIONS

  • Multiattack. The feargaunt makes two tormenting touch attacks.
  • Tormenting Touch. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (4d6) psychic damage. Unless the target is immune to psychic damage, the target’s Charisma score is reduced by 1d4 each time it is hit by this attack. At Charisma 0, the victim falls into a nightmare-filled coma until at least 1 point of Charisma is restored. The reduction lasts until the target finishes a short or long rest.
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Legendary Planet Adventure Path (5E) © 2020, Legendary Games; Authors: Matt Goodall, Jim Groves, Steven T. Helt, Tim Hitchcock, Jason Nelson, Richard Pett, Tom Phillips, Mike Shel, Neil Spicer, Mike D. Welham