15
71 (11d8 + 22)
30 ft., fly 60 ft.
Insight +5, Perception +5, Stealth +8
psychic
darkvision 60 ft.
all, telepathy 120 ft.
5
The Mothman's innate spellcasting ability is Intelligence (spell save DC 15). It can innately cast the following spells, requiring no material components: • At will: charm person, detect evil and good, dissonant whispers, minor illusion • 1/Day each: crown of madness, enthrall, hypnotic pattern, silence
The Mothman has advantage on saving throws against spells and other magical effects.
While in dim light or darkness, the Mothman can take the Hide action as a bonus action.
The Mothman man makes two attacks: one bite attack and one claws attack.
Melee Weapon Attack: +6 to hit, reach 5 ft. one target. Hit: 7 (1d8 + 3) piercing damage plus 4 (1d8) necrotic damage.
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage plus 3 (1d6) necrotic damage.
The Mothman chooses up to three creatures it can see within 60 feet of it. Each target must succeed on a DC 15 Wisdom saving throw, or it takes 7 (1d8 + 3) psychic damage and is haunted by paranoid visions for one week. Constructs and undead are immune to this effect.