Family: Mothman

Medium monstrosity, chaotic neutral

Armor Class 17 (natural armor)
Hit Points 117 (18d8+36)
Speed 30 ft., fly 60 ft.

12 (+1) 16 (+3) 15 (+2) 15 (+2) 15 (+2) 16 (+3)

Saves Dex +5, Con +4, Int +4, Wis +4, Cha +5
Skills Insight +4, Perception +6, Stealth +7
Senses blindsense 10 ft., darkvision 60 ft., passive Perception 16
Languages Common, Deep Speech, Sylvan (but can’t speak); telepathy 100 ft.
Challenge 6 (2,300 XP)


  • 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.
  • Innate Spellcasting: The mothman’s innate spellcasting ability is Charisma (spell save DC 14). It can innately cast the following spells, requiring no material components:
  • Magic Resistance. The mothman has advantage on saving throws against spells and other magical effects.


  • Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.
  • Invisible Passage. The mothman magically turns invisible until it attacks or casts a spell, or until its concentration ends (as if concentrating on a spell). While invisible, it leaves no physical evidence of its passage, so it can be tracked only by magic. Any equipment it wears or carries is invisible with it.
  • Mind-warping Gaze. A creature the mothman can see within 30 feet must make a DC 14 Wisdom saving throw. On a failure, the creatures becomes frightened. A creature may make a new saving throw at the end of each of its turns; on a success, it is no longer frightened. On a failed saving throw, the creature takes 22 (4d10) psychic damage. If a creature is reduced to 0 Hit Points, it is stable, and becomes frightened for 1 hour with no additional saving throws, and is incapacitated as long as it is frightened.
  • Shadow Jaunt (1/Day). The mothman magically teleports to a destination with which is familiar and within 500 miles. It may touch up to one creature and teleport the creature along with it. If the creature is unwilling, the creature must make a DC 14 Wisdom saving throw; on a success, it does not teleport with the mothman.


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

The Dragon’s Hoard #24 © 2022, Legendary Games; Authors Jason Nelson, Miguel Colon, Alex Riggs, Mike Myler, Robert J. Grady, Michael “solomani” Mifsud, Darrin Drader, Matt Kimmel, Scott D. Young.

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