Mothfolk (Mothman): The Harbinger of Shadows
Mothfolk (Mothman) – “Unearth the spine-chilling secrets of the mysterious Mothman, a winged enigma that haunts the night with its otherworldly presence!”
Appearance: The Mothman, an ethereal creature of the night, stands at an imposing seven feet tall, with a wingspan that stretches eerily to twelve feet. Its body, covered in sleek, charcoal-gray fur, seems to ripple with a soft luminescence in the moonlight. Its large, expressive eyes gleam like burning embers, emanating an otherworldly glow, while a pair of immense, moth-like wings extend from its hunched back.
Behavior: Mothman is a creature of both mystery and foreboding. It is known to be a solitary being, often observed perched on the outskirts of human civilization, silently observing with an almost sentient awareness. The creature is elusive, vanishing into the shadows at the slightest hint of human presence. Witnesses speak of an unnerving, penetrating gaze that seems to convey an ancient and cryptic intelligence.
Habitat: Mothman is drawn to areas shrouded in darkness and mystery. It is commonly sighted in desolate, forgotten locales, such as abandoned industrial sites, crumbling bridges, and dense, overgrown forests. The creature appears to have an affinity for places laden with an ominous history, adding an extra layer of unease to its enigmatic presence.
Modus Operandi: The Mothman is often associated with premonitions of impending disaster. Witnesses report its appearance preceding catastrophic events, acting as an eerie harbinger of doom. Some believe that the creature is a supernatural guardian, warning humanity of impending danger, while others see it as an omen of malevolence, linked to the tragedies it seemingly predicts.
Motivation: The true motivation of the Mothman remains an enigma. Some speculate that it is a guardian spirit, watching over the balance between worlds, while others fear it is a herald of cosmic retribution. The creature’s motives, wrapped in the shroud of the unknown, leave those who encounter it questioning whether it is a benevolent force or an agent of impending catastrophe.
Mothman
Large Aberration, Chaotic Neutral
Armor Class 16 (Natural Armor)
Hit Points 120 (16d8 + 48)
Speed 40 ft., Fly 60 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
18 (+4) | 16 (+3) | 16 (+3) | 14 (+2) | 15 (+2) | 12 (+1) |
Skills Perception +5, Stealth +7
Senses Darkvision 60 ft., Passive Perception 15
Languages Common, Abyssal
Challenge 7 (2,900 XP)
Keen Sight. The Mothman has advantage on Wisdom (Perception) checks that rely on sight.
Ethereal Presence. The Mothman can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.
Innate Spellcasting. The Mothman’s spellcasting ability is Wisdom (spell save DC 14). The Mothman can innately cast the following spells, requiring no material components:
- At will: Mage Hand
- 3/day each: Fog Cloud, Detect Thoughts
- 1/day: Teleport
Mystical Gaze. When a creature starts its turn within 30 feet of the Mothman and the two make eye contact, the Mothman can force the creature to make a DC 14 Wisdom saving throw. On a failed save, the creature is paralyzed for 1 minute. The affected creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.
Multiattack. The Mothman makes two attacks: one with its bite and one with its claws.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 4) piercing damage.
Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 4) slashing damage.
Shadowy Vanish. As a bonus action, the Mothman can magically become invisible until the start of its next turn or until it attacks.
Legendary Resistance (3/Day). If the Mothman fails a saving throw, it can choose to succeed instead.
Actions
Wing Buffet. The Mothman beats its wings, creating a gust of wind in a 20-foot cone. Each creature in that area must make a DC 15 Strength saving throw, taking 18 (4d8) bludgeoning damage and being pushed 10 feet away on a failed save, or half as much damage on a successful one.
Mystic Scream (Recharge 5-6). It emits a horrifying scream in a 30-foot cone. Each creature in that area must make a DC 15 Constitution saving throw, taking 36 (8d8) psychic damage on a failed save, or half as much on a successful one. A creature that fails the saving throw is also frightened for 1 minute. The frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.
Teleportation Burst (1/Day). The Mothman teleports itself and up to three willing creatures it can see within 30 feet to a location it has visited before or to a location that is visible to it.
This mysterious and elusive creature, with its foreboding aura and prophetic abilities, haunts the realms as a guardian or harbinger of uncertain fate. Encounter the Mothman with caution, for its motives are as enigmatic as the shadows it emerges from.
D&D 5E Epic Monsters: Mothman
From the valleys of West Virginia, a furry flying cryptid known in the region as the Mothman.
This is a recent myth in American folklore borne out of old Cold War paranoia and an unhealthy amount of superstition. In November 1966 there are two sightings (first some gravediggers and then two couples from Point Pleasant) of a man-like shape flying low, a large, gray, red-eyed creature with 10-foot wings.
Then all of a sudden everyone with a telephone happens to see it! The scientific community places the blame on this or that bird managing to fly out of their migratory patterns, but after the ruinous collapse of the Silver Bridge (an event that claimed the lives of 46 people) the mothman becomes inextricably tied to the tragedy. To really get the lowdown you need to visit the Mothman Museum in Point Pleasant, West Virginia USA. It’s definitely, definitely not a hoax!
Mothman
Medium aberration, chaotic neutral
Armor Class 12
Hit Points 42 (5d8+20)
Speed 30 ft., fly 50 ft.
STR | DEX | CON | INT | WIS | CHA |
13 (+1) | 15 (+2) | 18 (+4) | 14 (+2) | 17 (+3) | 12 (+1) |
Skills Athletics +5, Perception +7, Stealth +6, Survival +5
Damage Vulnerabilities acid, fire, lightning, thunder
Damage Resistances cold, poison, psychic
Condition Immunities charmed, frightened
Senses blindsight 40 ft., darkvision 120 ft., passive Perception 22
Languages Common, telepathy 100 ft.
Challenge 4 (1,100 XP)
Electrical Interference. The mothman’s potent psionic energies create a roil in the air, disrupting the senses of mortal creatures and causing metal to behave erratically within 100 feet of it. Any creature within the aura and wielding a heavy weapon made of metal takes a -2 penalty on attack rolls. A creature wearing heavy metal armor within the aura reduces its speed by half. In addition, the mothman is immune to magic missile.
Evasion. If the mothman is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the mothman instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
Flyby. The mothman doesn’t provoke opportunity attacks when it flies out of an enemy’s reach.
Foresight. The mothman can’t be surprised and has advantage on attack rolls, ability checks, and saving throws. Additionally, other creatures have disadvantage on attack rolls against it. Unlike normal, if an attacking creature would have advantage twice or more (such as from true strike while making a melee attack against a prone mothman) the attacking creature has advantage.
Innate Spellcasting. The mothman’s innate spellcasting ability is Wisdom (spell save DC 13). The mothman can innately cast the following spells, requiring no material components:
Constant: tongues
At will: guidance, detect evil and good, detect magic, detect poison and disease
3/day each: augury, dream, identify, detect thoughts, fear, locate animals or plants, locate object, speak with animals
1/day each: arcane eye, clairvoyance, divination, locate creature, phantasmal killer
1/week each: commune, commune with nature, contact other plane, legend lore, scrying
1/month each: find the path, true seeing
Prodigious. The mothman counts as Large-sized when determining its carrying capacity.
Siege Monster. The mothman deals double damage to objects and structures.
ACTIONS
Multiattack. The mothman attacks twice: once with its claws and once with its wings.
Claw. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6+1) slashing damage and the target is grappled (escape DC 11).
Wing. Melee Weapon Attack: +3 to hit, reach 10 ft., one target. Hit: 3 (1d4+1) bludgeoning damage.
Mothman
A shroud of dark wings cloaks this thin, humanoid shape. Two monstrous red eyes glare malevolently from its narrow face.
Little is known of these strange creatures, save that when they appear, calamity follows. Mothmen see themselves as agents of fate, exhibiting extraordinary powers to guide the hands of destiny. More often than not, citizens encounter a mothman and never recall the meeting, yet fall right into the creature’s obscure plans.
Mothmen stand almost 7 feet tall and weigh 100 pounds.
This content is from the Paizo Core Rules.
Mothman CR 6 |
XP 2,400 CN Medium monstrous humanoid Init +8; Senses Darkvision 60 ft.; Perception +16 |
AC 20, touch 14, flat-footed 16 (+4 Dexterity, +6 natural) hp 76 (9d10+27) Fort +6, Ref +10, Will +10 SR 17 |
OFFENSE |
Speed 30 ft., Fly 60 ft. (good) Melee 2 claw +13 (1d6+1) Special Attacks mind-warping gaze Spell-Like Abilities (CL 12th; concentration +16) Constant-blur At will-detect thoughts (DC 16), ghost sound (DC 14), misdirection (DC 16) 3/day-greater invisibility, major image (DC 17), modify memory (DC 17), nightmare (DC 19), phantasmal killer (DC 18), shadow walk (DC 20), suggestion (DC 17) 1/day – agent of fate, false vision, mind fog (DC 19), mislead (DC 20), project image (DC 21) |
STATISTICS |
Strength 12, Dexterity 19, Constitution 16, Intelligence 17, Wisdom 19, Charisma 18 Base Atk +9; CMB +13; CMD 24 Feats Agile Maneuvers, Blind-Fight, Flyby Attack, Improved Initiative, Weapon Finesse Skills Fly +20, Knowledge (any two) +12, Perception +16, Sense Motive +13, Spellcraft +12, Stealth +16 Languages Common, Sylvan, Undercommon (can’t speak); telepathy 100 ft. |
SPECIAL ABILITIES |
Agent of Fate (Sp) A mothman may recreate the effects of any spell of 5th level or lower once per day as a spell-like ability, but only if doing so steers the flow of fate in its proper course. What the proper flow of fate entails is determined by the GM. Typical uses of this ability include casting major image to coax someone to a portentous location, casting raise dead to return someone with an important fate to life, or using rusting grasp to weaken a structure and cause some necessary calamity. Mind-Warping Gaze (Su) Fear, 30 feet, Will DC 18 negates. A creature that fails a save against this attack becomes shaken for 1d6 rounds. A creature currently suffering from a fear effect that fails this save instead takes 1d4 points of Wisdom damage. This is a mind-affecting fear effect. The save DC is Charisma-based. |
ECOLOGY |
Environment any land Organization solitary Treasure standard |
Section 15: Copyright Notice – Bestiary 2
Pathfinder Roleplaying Game Bestiary 2, © 2010, Paizo Publishing, LLC; Authors Wolfgang Baur, Jason Bulmahn, Adam Daigle, Graeme Davis, Crystal Frasier, Joshua J. Frost, Tim Hitchcock, Brandon Hodge, James Jacobs, Steve Kenson, Hal MacLean, Martin Mason, Rob McCreary, Erik Mona, Jason Nelson, Patrick Renie, Sean K Reynolds, F. Wesley Schneider, Owen K.C. Stephens, James L. Sutter, Russ Taylor, and Greg A. Vaughan, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.