Mothman
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.
- 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, Blind-Fight, Flyby Attack, Improved Initiative, Weapon Finesse
<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>
<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>
<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
- 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
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Uses feat: Agile Maneuvers (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Blind-Fight (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Improved Initiative (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Weapon Finesse (Feat)House/Core — covered by the site's Section 15.
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Knows spell: Blur (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Detect Thoughts (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Ghost Sound (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Misdirection (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Invisibility, Greater (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Major Image (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Modify Memory (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Nightmare (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Phantasmal Killer (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Shadow Walk (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Suggestion (Spell)House/Core — covered by the site's Section 15.
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Knows spell: False Vision (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Mind Fog (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Mislead (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Project Image (Spell)House/Core — covered by the site's Section 15.
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