Mothman

Medium aberration,, neutral evil

Armor Class

15

Hit Points

71 (11d8 + 22)

Speed

30 ft., fly 60 ft.

Skills

Insight +5, Perception +5, Stealth +8

Damage Immunities

psychic

Senses

darkvision 60 ft.

Languages

all, telepathy 120 ft.

Challenge

5

Innate Spellcasting

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

Magic Resistance

The Mothman has advantage on saving throws against spells and other magical effects.

Shadow Stealth

While in dim light or darkness, the Mothman can take the Hide action as a bonus action.

Actions

Multiattack

The Mothman man makes two attacks: one bite attack and one claws attack.

Bite

Melee Weapon Attack: +6 to hit, reach 5 ft. one target. Hit: 7 (1d8 + 3) piercing damage plus 4 (1d8) necrotic damage.

Claws

Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage plus 3 (1d6) necrotic damage.

Haunt Mind (Recharge 5-6)

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.