Woodhaven Mothman

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One of a trio of ancient deities. Wants to detroy Silver Bridge. Main antagonist in The Dedication of Silver Bridge

Mothman

Large aberration, chaotic neutral

Armor Class 15

Hit Points 255

Speed 30 ft., fly 60 ft.

STR 13 (+1) DEX 16 (+3) CON 18 (+4) INT 14 (+2) WIS 17 (+3) CHA 12 (+1)

Saving Throws Str +5, Dex +6, Wis +6

Skills Athletics +5, Perception +7, Stealth +6, Survival +5

  • Damage Vulnerabilities: Acid, Fire, Lightning
  • Damage Resistances: Cold, Poison, Psychic,
  • Condition Immunities charmed, frightened

Senses blindsight 40 ft., darkvision 120 ft., passive Perception 22 Languages Common, telepathy 100 ft.

Special Traits

  • Electrical Interference. The mothman’s potent psionic energies create a roil in the air, disrupting the senses of mortal creatures and causing metal to behave erratically within 100 feet of it. Any creature within the aura and wielding a heavy weapon made of metal takes a ‒2 penalty on attack rolls. A creature wearing heavy metal armor within the aura reduces its speed by half. In addition, the mothman is immune to magic missile.
  • Evasion. If the mothman is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the mothman instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
  • Flyby. The mothman doesn’t provoke opportunity attacks when it flies out of an enemy’s reach.
  • Foresight. The mothman can’t be surprised and has advantage on attack rolls, ability checks, and saving throws.

Multiattack. The mothman attacks three times: twice with its claws and once with its wings.

  • Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 2d6+2 slashing damage plus 1d6 Poison damage
  • Wing. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 1d8+2 bludgeoning damage and the target must make a Wisdom save DC16 or be Paralyzed for 1 Minute. Repeat the save at the end of each turn.

Legendary Actions 3

  • 1 Action - Claw and move 25 no opportunity attack
  • 2 Actions - Gust of Evil: 15 ft. of the Mothman must succeed on a DC 16 Dexterity saving throw or take 15 (2d6 + 6) bludgeoning damage and be knocked prone and pushed 10ft. Mothman can then fly up to 25.
  • 3 Actions - 5th Level Phantasmal Killer(Wis DC16)