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The Mothman is a humanoid creature with large, dark wings and eyes that glow blood red. Strange and enigmatic, the presence of the Mothman is almost always a sign of terrible things to come.
Eldritch Harbinger. Wherever Mothman goes, disaster soon follows. Tornadoes, earthquakes, wildfires, warfare, and structural collapse have often been preceded by Mothman sightings in the days leading up to the event. While it is uncertain whether Mothman is the cause of these disasters, an omen, or simply an impartial observer, the sight of the creature is sure to inspire panic in those who know of the legend.
Despite its association with death and destruction, Mothman never attacks without provocation, and attempts to fly away from a potential threat. When escape proves impossible, it switches to the offensive. In addition to the natural protection afforded by its claws, Mothman also strikes out with its psionic abilities, breaking into the very minds of its aggressors to instill terror and confusion until their ability to wage war against it is neutralized.
Inescapable Prophecies. A sect of scholars and diviners has dedicated itself to the study of Mothman’s appearances in the hope of preventing catastrophes before they happen, but so far all attempts have ended with failure. On occasion the Mothman delivers cryptic omens and portents to a specially chosen individual, but even these thralls are powerless to change fate. The best anyone can do is make preparations for the aftermath of an impending disaster instead of trying to stop it from happening altogether.
Mothman
Medium aberration, neutral
Armor Class 17 (natural armor)
Hit Points 136 (21d8 + 42)
Speed 30 ft., fly 80 ft.
STR 14 (+2) DEX 18 (+4) CON 14 (+2) INT 20 (+5) WIS 20 (+5) CHA 16 (+3)
Saving Throws WIS +9, CHA +7
Skills Stealth +8, Insight +9, Perception +9
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Frightened
Senses Truesight 120 ft., Passive Perception 19
Languages All, Telepathy 120 ft.
Challenge 10 (5,900 XP) Proficiency Bonus +4
Flyby. Mothman doesn’t provoke an opportunity attack when it flies out of an enemy’s reach.
Innate Spellcasting (Psionics). Mothman’s innate spellcasting ability is Intelligence (spell save DC 17). It can innately cast the following spells, requiring no components:
At will: augury, clairvoyance, detect thoughts, dissonant whispers
1/day: divination, scrying, telepathic bond
Legendary Resistance (1/Day). If Mothman fails a saving throw, it can choose to succeed instead.
Magic Resistance. Mothman has advantage on saving throws against spells and other magical effects.
Unusual Nature. Mothman doesn’t require food or drink.
ACTIONS
Multiattack. Mothman makes two claw attacks.
Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage plus 9 (2d8) psionic damage.
Psionic Screech (Recharge 5-6). Mothman unleashes a telepathic blast in a 60-foot cone. Each creature in that area must make a DC 16 Intelligence saving throw. On a failed save, the creature takes 45 (10d8) psychic damage on a failed save and is frightened of Mothman for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. On a successful save, the creature takes half as much damage, and doesn’t become frightened.
LEGENDARY ACTIONS
Mothman can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Mothman regains spent legendary actions at the start of its turn.
Claw Attack (Costs 2 Actions). Mothman makes one claw attack.
Dissonant Whispers. Mothman casts dissonant whispers.
Escape. Mothman moves up to its speed without provoking opportunity attacks.