Posted on Aug 11, 2022 by Admin
Legends speak of deep, red eyes that watch heroes as they wander through the forested underbrush towards their next adventure. The silent flap of winged arms that don't reveal the Mothman's pursuit to even the most perceptive of individuals.
As the Mothman follows their trail, the red eyes gleaming with malice all the while, it begins to scope out which of the heroes it will target for its surprise attack. It prefers weaker targets, so that it can pick them up easier and fly away into the darkness without much resistance. For this reason, it usually prefers to target heroes that give up physical prowess and commit themselves to the arts or magic.
Mothman also prefers to not fight, and enjoys the act of ambushing its target whenever possible. This doesn't mean that it's incapable of fighting toe to toe with most heroes. In fact, Mothman's adeptness at evading most magics and blows as it flies in between the heavy blades and fiery magic of heroes is its most prized asset.
Those rare few who manage to lock eyes with the Mothman's form long enough to make out details will tell you that the Mothman is an entirely strange creature. With humanoid legs and arms, Mothman looks to be a winged man or woman covered in the furry coating of moths and shares the same tufty features of the insect. Mothman however is entirely black to the point where the light seems to not penetrate its form. Only the deeply unsettling red eyes that strike fear into the hearts of all that see them are the parts of Mothman that are not shrouded in darkness.
Large humanoid, neutral evil
Armor Class 16 (natural armor)
Hit Points 127 (15d10 + 45)
Speed 10 ft., flying 60 ft.
Abilities Str 18 (+4) | Dex 17 (+3) | Con 16 (+3) | Int 12 (+1) | Wis 14 (+2) | Cha 8 (-1)
Saving Throws Dex +6, Con +6
Skills Perception +5, Stealth +6
Damage Resistances necrotic, radiant
Condition Immunities charmed, frightened
Senses darkvision 120 ft., passive Perception 16
Challenge 8 (3,900 XP)
Evasion. If Mothman is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, Mothman instead takes no damage if it succeeds on the saving throw and only half damage if it fails, provided Mothman isn't incapacitated.
Flyby. Mothman doesn't provoke opportunity attacks when it flies out of an enemy's reach.
Powerful Wings. Mothman doesn't suffer any movement penalties from moving with a creature that it is grappling while it is flying.
Superior Stealth. Mothman treats a roll of 9 or lower on a Dexterity (Stealth) check as a 10 instead.
Multiattack. Mothman uses its Frightful Glare, then makes two attacks with its claws.
Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage, and the target is grappled (escape DC 15).
Frightful Glare. Mothman locks eyes with a creature it can see up to 120 feet away. The target creature must succeed on a DC 14 Wisdom saving throw or be frightened of Mothman for 1 minute. A creature can repeath this saving throw at the end of its turns, ending the effect on a success.
Featured image from Tim Bertelink from https://commons.wikimedia.org/wiki/User:Triangulum
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Mothman follows the 5E Ruleset, the 5E SRD OGL can be found here.
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