Moth Man

Mothmen are a race of winged humanoids from a realm beyond human perception. Little is known of them, though they are thought to arrive in areas where disaster is imminent. They can appear human, though not quite right somehow. Other beings can become sickened from remaining in a mothman’s presence for too long.


Ability Score Increase. Your Constitution score increases by 2, and your Wisdom score increases by 1.

Age. All mothmen are ageless adults.

Alignment. Mothmen consider themselves beyond mortal concerns. They are neutral evil.

Rarity. Legendary. Mothmen are rarely seen. When encountered, their presence harkens imminent calamity for the surrounding area.

Size. Mothmen anatomy is similar to that of demons. Your size is Medium.

Speed. Your base walking speed is 25 feet.

Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness within the same range as if it were dim light. Absent even dim light, this vision is monochromatic.

Aura of Unwellness. Creatures other than mothmen, constructs, and undead within 10 feet of you subtract ld4 from their Constitution saving throws and saving throws against becoming frightened. You can suppress or reactivate this aura as a bonus action. Starting at 7th level, only creatures of your choice are affected.

Change Shape. As an action, you can take on the shape of a human with an appearance specific to those who view you or return to your fiendish form. Your human form can be of different proportions than your fiendish one, provided your size remains Medium. While in this form, you lack your wings. No matter what your form, a creature who casts detect evil and good while able to see and within 30 feet of you can see your true form. You can maintain the form indefinitely, but you return to normal form if you die.

Heritage (Fiend).You are humanoid, but you are considered to be a fiend whenever it is detrimental for you.

Mothman Magic. You know the thaumaturgy cantrip, and you can cast augury as a ritual without material components. You have a chance of a random reading with augury only when asking about the same subject. Once per day, you can cast cause fear. When you attain 5th level, you regain the ability to cast this spell each time you finish a short or long rest. Wisdom is your spellcasting ability for these spells.

Speak via Technology. As an action, you can transmit your voice through a technological device that can produce audio. This ability has a range of 100 feet, and you need not see your target.

Weak Wings. You have wings, but they aren’t yet strong enough to grant you full flight. Provided you have space double what you require (usually 10 feet), you can flap your wings to jump as if you had a 10-foot running start. If you can do so and have a 10-foot start, double the distance you jump. When you fall, provided you have double your space to open them, you can use your wings to slow your fall to 60 feet per round, taking no damage from falling. Also, for every 10 feet you fall, you can move 10 feet horizontally. Each foot you move horizontally this way counts as 1 foot of movement. You have access to the Improved Wings and Strong Wings feats (see Appendix A).

Languages. You speak, read, and write Common, Infernal, and Skyborn.

Section 15: Copyright Notice

Tales of Arcana Race Guide © 2021 Arcanomicon, LLC Author(s) Matt Knicl, Chris S. Sims

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