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
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
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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