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Mothman

Medium aberration, chaotic neutral

Armor Class 12
Hit Points 42 (5d8+20)
Speed 30 ft., fly 50 ft.

STR DEX CON INT WIS CHA
13 (+1) 15 (+2) 18 (+4) 14 (+2) 17 (+3) 12 (+1)

Saving Throws Athletics +5, Perception +7, Stealth +6, Survival +5
Skills Athletics +5, Perception +7, Stealth +6, Survival +5
Damage Vulnerabilities acid, fire, lightning, thunder
Damage Resistances cold, poison, psychic
Condition Immunities charmed, frightened
Senses blindsight 40 ft., darkvision 120 ft., passive Perception 22
Languages Common, telepathy 100 ft.
Challenge 4 (1,100 XP)

Special Traits

  • Electrical Interference. The mothman’s potent psionic energies create a roil in the air, disrupting the senses of mortal creatures and causing metal to behave erratically within 100 feet of it. Any creature within the aura and wielding a heavy weapon made of metal takes a ‒2 penalty on attack rolls. A creature wearing heavy metal armor within the aura reduces its speed by half. In addition, the mothman is immune to magic missile.
  • Evasion. If the mothman is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the mothman instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
  • Flyby. The mothman doesn’t provoke opportunity attacks when it flies out of an enemy’s reach.
  • Foresight. The mothman can’t be surprised and has advantage on attack rolls, ability checks, and saving throws. Additionally, other creatures have disadvantage on attack rolls against it. Unlike normal, if an attacking creature would have advantage twice or more (such as from true strike while making a melee attack against a prone mothman) the attacking creature has advantage.
  • Innate Spellcasting. The mothman’s innate spellcasting ability is Wisdom (spell save DC 13). The mothman can innately cast the following spells, requiring no material components:
  • Prodigious. The mothman counts as Large-sized when determining its carrying capacity.
  • Siege Monster. The mothman deals double damage to objects and structures.

Actions

  • Multiattack. The mothman attacks twice: once with its claws and once with its wings.
  • Claw. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6+1) slashing damage and the target is grappled (escape DC 11).
  • Wing. Melee Weapon Attack: +3 to hit, reach 10 ft., one target. Hit: 3 (1d4+1) bludgeoning damage.

About

Let’s roam about in the valleys of West Virginia and see if we can’t scare up that infamous furry flying cryptid known in the region as the Mothman! This is a relatively recent myth in American folklore born out of old Cold War paranoia and an unhealthy amount of superstition.

In November 1966 there were two sightings, first some gravediggers and then two couples from Point Pleasant, of a man-like shape flying low, a large, gray, red-eyed creature with 10-foot wings. Then all of a sudden everyone with a telephone happened to have seen it! The scientific community placed the blame on this or that bird managing to fly out of their migratory patterns, but after the ruinous collapse of the Silver Bridge, an event that claimed the lives of 46 people, the Mothman became inextricably tied to the tragedy.

Section 15: Copyright Notice

Mythological Figures & Maleficent Monsters Copyright 2020 EN Publishing. Authors Mike Myler, Russ Morrissey. www.enpublishingrpg.com