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5ead/monsters/md/creature_codex/nightgaunt.md
2025-06-07 07:58:30 -05:00

2.5 KiB

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.