Mothman (4e Creature)

From D&D Wiki

Jump to: navigation, search

Mothmen are hideous amalgams looking like a cross between a humanoid and a giant moth. They stand 6 to 7 feet tall with humanoid shaped bodies, but bearing an insectoid head, claws, talons, and wings. The rest of its body is covered in short grey to black hairs. The mothman's composite eyes glow with an unearthly crimson light. Native to the Shadowfell these creatures feed on the psychic emanations caused by fear and death, and are often drawn to places that supply them with this "food". In some cases mothmen have a kind of second sight when it comes to this, and it has been noted that mothmen may arrive at a location just days or weeks before some horrible natural disaster strikes creating the emotions they need. This sense has drawn some mothmen out of the Shadowfell and into the natural world, in either case they will often make nests in old abandoned structures, waiting for the suffering they must feed on.

Mothman[edit]

Mothman
Level 5 Solo Lurker
Medium Shadow Beast
XP 1000
HP 256; Bloodied 128 Initiative +5
AC 21; Fortitude 22, Reflex 22, Will 22 Perception +10
Speed 6, fly 12 (hover) Darkvision
Immune fear
Saving Throws +5; Action Points 2
Standard Actions
Basicmelee.png Claw Swipe ♦ At-Will
Attack: Melee 1 (one creature); +10 vs. AC
Hit: 2d8+4 damage and the target takes a -2 penalty to attack rolls until the end of the mothman's next turn.
Melee.png Swooping Claws ♦ At-Will
Effect: The mothman is able to move his entire fly speed passing through enemy occupied squares and making a claw swipe attack against each target as he passes them. This does not provoke opportunity attacks against the mothman. The mothman must end this action in an unoccupied square.
Close.png Night Gaze ♦ encounter, recharges when first bloodied
Attack: Close blast 3 (all creatures in blast); +8 vs. Will
Hit: The target is stunned (save ends).
Ranged.png Feast of Fear ♦ At-Will
Attack: Ranged 10 (one creature taking an attack penalty from the mothman's claw swipe); +8 vs. Will
Hit: 3d8+4 psychic damage and the mothman heals 10 hit points.
Triggered Actions
Prophetic Reflexes ♦ recharge D6 (6).png
Trigger: A melee or ranged attack hits mothman
Effect: The attack misses and the mothman can shift up to 3 squares, ignoring difficult terrain.
Minor Actions
Natural Invisibility ♦ At-Will
Effect: If the mothman is not in bright light, it becomes invisible until it moves, attacks, or ends the effect as a free action.
Skills Acrobatics +10, Athletics +8, Intimidate +7
Str 12 (+3) Dex 16 (+5) Wis 16 (+5)
Con 16 (+5) Int 8 (+1) Cha 10 (+2)
Alignment Unaligned Languages
Equipment

Mothman Tactics[edit]

The mothman will remain invisible until it finds the best time to strike and will then dive down and attack targets with Swooping Claws, hoping to gain surprise. At the start of the next round the mothman will use Night Gaze, attempting to strike as many targets as possible. After this it will continue to make Swooping Claws attacks, and use Feast of Fear as it can. Although naturally fearless if a mothman is reduced to 1/4 hit points or less, it will flee combat attempting to use its Natural Invisibility to escape.

Mothman Lore[edit]

A character knows the following information with a successful Arcana check.

DC 10: Mothmen are believed to be humans who centuries ago fled to the Shadowfell to practice vile magics connected to the Far Realms. Something went horribly wrong and those humans transformed into the mothmen, cursed to live in shadow and feed on suffering.

DC 20: Mothmen make their lairs in old forgotten ruins or buildings, they seem to know when disaster will soon strike and their homes are temporary nests near the locations of these future catastrophes. Once the events occur they leave the area heading toward the next place that suffering will soon occur. They have also been known to lair near dangerous monsters, or even haunt soon to be battlefields, waiting for their food. Some peoples (Dark Ones in particular) view mothmen as "good" omens, as their presence warns them that something terrible is about to happen and that they may prepare. A few people have even constructed shrines or monuments to them, showing their great respect for the "protection" they give. Many say that a Mothman was the "dark angel from the endless heavens" that visited the prophet Corbius on the Island of Fear to warn him of the Age of Worms.

DC 25: Mothmen are immune to spells or powers that cause fear, and can become invisible in dim or dark light.


Back to Main Page4e HomebrewCreaturesLevel 5

Home of user-generated,
homebrew pages!


Advertisements: