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# 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.