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
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
Constant-blur
At will-detect thoughts (DC 16), ghost sound (DC 14), misdirection (DC 16)
3/day-greater invisibility, major image (DC 17), modify memory (DC 18), nightmare (DC 19), phantasmal killer (DC 18), shadow walk (DC 20), suggestion (DC 17)
1/day-agent of fate, false vision, mind fog (DC 19), mislead (DC 20), project image (DC 21)
- Type
- Monstrous Humanoid
- Alignment
- CN
- Size
- Medium
- Environment
- any land
- Senses
- darkvision 60 ft.; Perception +16
- Languages
- Common, Sylvan, Undercommon (can't speak); telepathy 100 ft.
- Source
- Bestiary 2
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