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<title>Nightgaunt</title>
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<body>
<h1>Nightgaunt</h1>
<p><em>Large</em> <em>Aberration</em> <em>lawful evil</em></p>
<ul>
<li><strong>Armor Class:</strong> 17 (natural armor)</li>
<li><strong>Hit Points:</strong> 142 (15d10+60)</li>
<li><strong>Speed:</strong> fly 60 ft. walk 20 ft.</li>
<li><strong>Challenge Rating:</strong> 10 (5,900 XP)</li>
<li><strong>Source:</strong> Creature Codex, page 277</li>
</ul>
<table>
<thead>
<tr>
<th>STR</th>
<th>DEX</th>
<th>CON</th>
<th>INT</th>
<th>WIS</th>
<th>CHA</th>
</tr>
</thead>
<tbody>
<tr>
<td>18 (+4)</td>
<td>17 (+3)</td>
<td>18 (+4)</td>
<td>4 (-3)</td>
<td>16 (+3)</td>
<td>16 (+3)</td>
</tr>
</tbody>
</table>
<ul>
<li><strong>Saving Throws</strong>: Str +8, Con +8, Wis +7, Cha +7</li>
<li><strong>Skills:</strong> athletics +8, intimidation +7, perception +7, stealth +11</li>
<li><strong>Damage Resistances:</strong> bludgeoning, necrotic</li>
<li><strong>Condition Immunities:</strong> blinded, frightened</li>
<li><strong>Senses:</strong> blindsight 120 ft., passive Perception 17</li>
<li><strong>Languages:</strong> understands Common, Abyssal, and Void Speech, but can't speak</li>
</ul>
<h3>Special Abilities</h3>
<ul>
<li><strong>Flyby:</strong> The nightgaunt doesn't provoke an opportunity attack when it flies out of an enemy's reach.</li>
<li><strong>Pack Tactics:</strong> 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.</li>
<li><strong>Magic Resistance:</strong> The nightgaunt has advantage on saving throws against spells and other magical effects.</li>
<li><strong>Utterly Silent:</strong> The nightgaunt doesn't make a sound and has advantage on Dexterity (Stealth) checks.</li>
</ul>
<h3>Actions</h3>
<ul>
<li><strong>Multiattack:</strong> 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.</li>
<li><strong>Clutching Claws:</strong> 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.</li>
<li><strong>Barbed Tail:</strong> Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage plus 10 (3d6) poison damage.</li>
<li><strong>Baneful Presence:</strong> 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.</li>
</ul>
<p><a href="../../../licensing.html">Licensing</a>  <a href="../../md/creature_codex/nightgaunt.md">Markdown Format</a></p>
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