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Mothman

CR 6.00 Monstrous Humanoid CN Medium
A shroud of dark wings cloaks this thin, humanoid shape. Two monstrous red eyes glare malevolently from its narrow face.

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.

STR
12
DEX
19
CON
16
INT
17
WIS
19
CHA
18
HP
76 (9d10+27)
AC
20, touch 14, flat-footed 16 (+4 Dex, +6 natural)
Speed
30 ft., fly 60 ft. (good)
Init
+8
Melee
2 claw +13 (1d6+1)
BAB
+9
CMB
+13
CMD
24
Fort
+6
Ref
+10
Will
+10
SR
17

Weapons: Simple

Mind-Warping Gaze — Fear, 30 feet, Will DC 18 negates. A creature that fails a save against this attack becomes shaken for 1d6 rounds. A creature currently suffering from a fear effect that fails this save instead takes 1d4 points of Wisdom damage. This is a mind-affecting fear effect. The save DC is Charisma-based.

Agile Maneuvers from Feat

<p class="stat-block-1"> You add your Dexterity bonus to your base attack bonus and size bonus when determining your Combat Maneuver Bonus (see Combat) instead of your Strength bonus.</p>

Blind-Fight from Feat

<p class="stat-block-1"> In melee, every time you miss because of concealment (see Combat), you can reroll your miss chance percentile roll one time to see if you actually hit.</p><p class="stat-block-2">An invisible attacker gets no advantages related to hitting you in melee. That is, you don't lose your Dexterity bonus to Armor Class, and the attacker doesn't get the usual +2 bonus for being invisible. The invisible attacker's bonuses do still apply for ranged attacks, however.</p><p class="stat-block-2">You do not need to make Acrobatics skill checks to move at full speed while blinded.</p>

<p class="stat-block-1"> You get a +4 bonus on initiative checks.</p>

Weapon Finesse from Feat

<p class="stat-block-1"> With a light weapon, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.</p>

Fly +20, Knowledge (any two) +12, Perception +16, Sense Motive +13, Spellcraft +12, Stealth +16

spell-like abilities:
Constant—Blur, At will—Detect Thoughts, At will—Ghost Sound, At will—Misdirection, 3/day—Invisibility, Greater, 3/day—Major Image, 3/day—Modify Memory, 3/day—Nightmare, 3/day—Phantasmal Killer, 3/day—Shadow Walk, 3/day—Suggestion, 1/day—False Vision, 1/day—Mind Fog, 1/day—Mislead, 1/day—Project Image
Details
Type
Monstrous Humanoid
Alignment
CN
Size
Medium
Environment
any land
Organization
solitary
Treasure
standard
Senses
darkvision 60 ft.; Perception +16
Languages
Common, Sylvan, Undercommon (can't speak); telepathy 100 ft.
Source
Bestiary 2
Source

Seeded catalog content, attributed to Paizo Inc. by catalog provenance — not an individual Open Game License attestation. Licensing for reproduced SRD content is covered by the site's Section 15 register.

Sources Used in This Record
19 House/Core

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