Moon Beast

Large aberration, chaotic evil

Armor Class 16 (natural armor)
Hit Points 144 (17d10 + 51)
Speed 50 ft.

18 (+4) 17 (+3) 17 (+3) 19 (+4) 18 (+4) 20 (+5)

Skills Arcana +8, Insight +8, Perception +8
Damage Resistances lightning
Damage Immunities cold, poison
Condition Immunities blinded, poisoned
Senses blindsight 90 ft., passive Perception 18
Languages understands Deep Speech but can’t speak; telepathy 300 ft.
Challenge 11 (7,200 XP)

Special Traits

  • Amorphous. The flexible, malleable hide of the moon beast allows the creature to add its Constitution modifier to its Armor Class (included above).
  • Compression. The moon beast can move through any space large enough for a Small creature, although it must squeeze to do so.
  • Innate Spellcasting. The moon beast’s innate spellcasting ability is Charisma (spell save DC17, +9 to hit with spell attacks). It can cast the following spells innately without requiring material components.


  • Multiattack. The moon beast can make two attacks with its claws and four attacks with its tentacles.
  • Claws. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) slashing damage.
  • Tentacles. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage, plus the creature must make a DC17 Intelligence saving throw or take 7 (2d6) psychic damage. The moon beast regains a number of hit points equal to half the psychic damage dealt by its tentacles.
Section 15: Copyright Notice

Rappan Athuk © 2018, Frog God Games, LLC; Authors Bill Webb, Clark Peterson, Skeeter Green, Tom Knauss, Lance Hawvermale, WDB Kenower, Casey Christofferson, and Greg Raglund; based on the original creation of Bill Webb.

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