Medium monstrosity (extraterrene), chaotic neutral

Armor Class 16 (natural armor)
Hit Points 60 (8d8+24)
Speed 30 ft., fly 40 ft.

16 (+3) 17 (+3) 16 (+3) 5 (-3) 14 (+2) 7 (-2)

Skills Perception +4, Stealth +5
Condition Immunities blinded, frightened, gaze attacks
Damage Resistances bludgeoning, cold
Senses blindsight 120 ft. (blind), passive Perception 14
Languages Benthic (can’t speak)
Challenge 4 (1,100 XP)


  • Carry Off A nightgaunt can fly at its normal speed while carrying a grappled creature of Medium size or smaller. Three nightgaunts grappling the same Large creature can fly at their normal speed.


  • Multiattack. The nightgaunt makes two claw attacks and one gore attack.
  • Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1d6+2 slashing damage, and the target is grappled (escape DC 13).
  • Gore. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 2d4+2 piercing damage.
  • Horrifying Grasp. Melee Spell Attack: +5 to hit, reach 5 ft., one grappled living creature. Hit: The target is incapacitated for 1 minute. At the end of each of its turns, the target can attempt a Cha save (DC 11) to end the effect early.


This lean humanoid creature has large bat-like wings, a pair of horns jutting from its head, and a long, snaky tail.

Its body is covered in rubbery black hide, and it has no face.

Nightgaunts are horrible gargoyle-like creatures that often serve as guards or sentries for more intelligent creatures. They can be called and bound with various unspeakable rituals, and in fact seem to exist specifically to serve when called. Powerful wizards, evil priests, and alien beings are often protected by nightgaunt guards; in fact, many of these monsters infest decadent cities, where they serve as the spies and soldiers of the cult of Nyarlathotep.

Nightgaunts never abandon their duties, and often remain on guard for centuries after their masters pass on and their treasures crumble into dust. More than a few crypts and ruins lost in Thule’s wilderness are vigilantly guarded by nightgaunts summoned countless years ago, even though there is nothing left to protect. When not bound to another’s service, nightgaunts seek out the deepest, darkest caverns they can find-they dislike daylight and avoid it when they can.

Section 15: Copyright Notice

Primeval Thule Campaign Setting Copyright 2021 Sasquatch Game Studio, LLC. Design Richard Baker, David Noonan, Stephen Schubert

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