Nightgaunt
Large Aberration lawful evil
- Armor Class: 17 (natural armor)
- Hit Points: 142 (15d10+60)
- Speed: fly 60 ft. walk 20 ft.
- Challenge Rating: 10 (5,900 XP)
- Source: Creature Codex, page 277
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 18 (+4) |
17 (+3) |
18 (+4) |
4 (-3) |
16 (+3) |
16 (+3) |
- Saving Throws: Str +8, Con +8, Wis +7, Cha +7
- Skills: athletics +8, intimidation +7, perception +7, stealth +11
- Damage Resistances: bludgeoning, necrotic
- Condition Immunities: blinded, frightened
- Senses: blindsight 120 ft., passive Perception 17
- Languages: understands Common, Abyssal, and Void Speech, but can't speak
Special Abilities
- 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. Until this grapple ends, the target is restrained. The nightgaunt has two claws, each of which can grapple only one target. While using a claw to grapple, the nightgaunt can't use that claw to attack.
- 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.
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