Nightgaunt

Large aberration, Lawful Evil

Armor Class

17 (natural armor)

Hit Points

142 (15d10+60)

Speed

walk 20 ft., fly 60 ft.

Saves

Str +8, Con +8, Wis +7, Cha +7

Skills

Athletics +8, Intimidation +7, Perception +7, Stealth +11

Damage Resistances

necrotic, bludgeoning

Condition Immunities

blinded, frightened

Senses

blindsight 120 ft.

Languages

Understands Common, Abyssal but can't speak

Challenge

10

Flyby

The nightgaunt doesn't provoke an opportunity attack when it flies out of an enemy's reach.

Pack Tactics

The nightgaunt has advantage on attack rolls against a creature if at least one of the nightgaunt's allies is within 5 feet of the creature and the ally isn't incapacitated.

Magic Resistance

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

Utterly Silent

The nightgaunt doesn't make a sound and has advantage on Dexterity (Stealth) checks.

Actions

Multiattack

The nightgaunt can use its Baneful Presence. It then makes three attacks. two with its clutching claws and one with its barbed tail. If the nightgaunt is grappling a creature, it can use its barbed tail one additional time.

Clutching Claws

Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage, and the target is grappled (escape DC 16) if it is a Medium or smaller creature.

Barbed Tail

Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage plus 10 (3d6) poison damage.

Baneful Presence

Each creature of the nightgaunt's choice that is within 30 feet of the nightgaunt and aware of it must succeed on a DC 16 Wisdom saving throw or have disadvantage on all attack rolls and saving throws for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the nightgaunt's Baneful Presence for the next 24 hours.