Aspect of Mothra (5e Creature)

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Aspect of Mothra[edit]

Large monstrosity (titan), neutral good

Armor Class 19 (natural armor)
Hit Points 170 (20d10 + 60)
Speed 30 ft., fly 120 ft.

17 (+3) 24 (+7) 17 (+3) 18 (+4) 19 (+4) 18 (+4)

Saving Throws Str +9, Dex +13, Con +9, Int +10, Wis +10, Cha +10
Skills Athletics +9, Perception +10, Stealth +13
Damage Resistances bludgeoning, piercing and slashing from nonmagical attacks
Damage Immunities acid, poison
Condition Immunities poisoned
Senses blindsight 60 ft., darkvision 120 ft., passive Perception 20
Languages understands Common, Draconic, Druidic, Elvish, and Sylvan but can't speak
Challenge 19 (22,000 XP)

Legendary Resistance (3/Day). If the aspect of Mothra fails a saving throw, it can choose to succeed instead.

Magic Resistance. The aspect of Mothra has advantage on saving throws against spells and other magical effects.

Magic Weapons. The aspect of Mothra's weapon attacks are magical.

Regeneration. The aspect of Mothra regains 10 hit points at the start of its turn if it has at least 1 hit point.

Flyby. The aspect of Mothra doesn't provoke opportunity attacks when it flies out of an enemy's reach.

Spider Climb. The aspect of Mothra can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Illumination. The aspect of Mothra sheds bright light in a 20-foot radius and dim light for an additional 20 feet.


Multiattack. The aspect of Mothra makes three attacks: one with its proboscis, one with its claws and one with its stinger.

Proboscis Melee Weapon Attack: +13 to hit, reach 5 ft., Hit: 13 (1d12 + 7) piercing damage.

Claw. Melee Weapon Attack: +13 to hit, reach 10 ft., Hit: 16 (2d8 + 7) slashing damage.

Stinger. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 20 (2d12 + 7) piercing damage plus 15 (6d4) acid damage plus 15 (6d4) poison damage.

Ram. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 27 (3d10 + 7) bludgeoning damage. If the target is a creature, it must succeed on a DC 21 Strength saving throw or be knocked prone.

Healing Touch (4/Day). The aspect of Mothra touches another creature. The target magically regains 40 (8d8 + 4) hit points and is freed from any curse, disease, poison, blindness, or deafness.


Divebomb.' If the aspect of Mothra moves at least 30 feet straight toward a target, it makes a ram attack against that target.


The aspect of Mothra 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. The aspect of Mothra regains spent legendary actions at the start of its turn.

Charge. The aspect of Mothra moves up to half its movement speed.
Detect. The aspect of Mothra makes a Wisdom (Perception) check.
Tail (Costs 2 Actions). The aspect of Mothra makes a stinger attack.

The mighty Mothra is a massive moth and, unusually for such a creature, a protector of the weak and is accompanied by a pair of fairies who speak on Mothra's behalf. The aspects of Mothra are few and they are dispatched by their creator to protect important places. The domain of an aspect of Mothra can be as small as an island to as large as a continent.

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