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Hell Moth: Ashbound Predator

Hell Moth: Ashbound Predator
Create

Hell Moth – A nightmarish aberration draped in gray with jagged red-black wings, the Hell Moth engulfs its prey in shadowy embrace before erupting in searing flames, embodying chaos, hunger, and merciless territorial fury.

Appearance

A nightmarish moth-like aberration cloaked in ashen gray, with broad wings spiraled in jagged red-black bands. Its multifaceted eyes glint like molten embers, and a faint, smoky aura drifts from its body, hinting at the volatile fire it carries. The overall impression is of something both grotesque and mesmerizing, a predator that seems born from shadow and flame.

Behaviour

Hell Moths are elusive and unpredictable, often gliding silently through the darkness before unleashing sudden bursts of aggression. When threatened or hunting, they circle their prey with unnerving patience, their wings stirring a faint, hallucinatory haze.

Habitat

They dwell in desolate or corrupted regions—scorched forests, volcanic crags, or shadowed canyons—where heat and darkness mingle. Each creature claims a wide territory, defending it fiercely from intruders.

Modus Operandi

Hell Moths envelop prey with their massive, smoke-tinted wings, constricting and disorienting victims. When cornered or preparing to strike, they ignite themselves in a fiery explosion, delivering devastating fire damage to both enemies and themselves. Ambush and overwhelming force are their hallmarks.

Motivation

Driven by instinct and hunger, Hell Moths are predators above all, seeking sustenance while defending their territory. Beyond survival, they seem to radiate a chaotic compulsion toward destruction, a fiery expression of their aberrant nature.

  • Hell Moth 5e 2024
  • Hell Moth, Pathfinder
Hell Moth: Ashbound Predator
Create

Large aberration, chaotic evil

Armor Class: 16 (natural armor)
Hit Points: 136 (16d10 + 48)
Speed: 40 ft., fly 60 ft.

STRDEXCONINTWISCHA
18 (+4)16 (+3)16 (+3)7 (-2)14 (+2)10 (+0)

Saving Throws: Dex +6, Con +6, Wis +5
Skills: Perception +5, Stealth +6
Damage Resistances: Fire; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities: Poison
Condition Immunities: Charmed, Frightened, Poisoned
Senses: Darkvision 60 ft., Passive Perception 15
Languages: Understands Abyssal but cannot speak
Challenge: 8 (3,900 XP)


Special Traits

Fiery Aura. At the start of each of the Moth’s turns, creatures within 5 ft. take 5 (1d10) fire damage as heat radiates from its body.

Flammable Body. The Moth can ignite itself as part of an attack action. While ignited, it radiates bright light in a 20-foot radius and dim light for an additional 20 feet. Smoke and sparks obscure its exact position.

Magic Resistance. The Hell Moth has advantage on saving throws against spells and other magical effects.

Keen Smell. The Hell Moth has advantage on Wisdom (Perception) checks that rely on smell.


Actions

Multiattack. The Moth makes two Wing Slap attacks.

Wing Slap. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage. The target must succeed on a DC 15 Strength saving throw or be knocked prone as gusts of hot air and sparks lash around it.

Engulf (Recharge 5–6). The Moth envelops a Medium or smaller creature within its wingspan. The target must succeed on a DC 16 Dexterity saving throw or be restrained. At the start of each of the target’s turns while restrained, it takes 14 (4d6) fire damage. The Hell Moth can release the target as a bonus action.

Self-Immolation (1/Day). The Hell Moth erupts in searing flame. Each creature within 20 ft. must make a DC 16 Dexterity saving throw, taking 35 (10d6) fire damage on a failed save, or half as much on a success. The Hell Moth takes 35 damage. Smoke and embers obscure vision for 1 round.


Reactions

Flare Dodge. When a creature makes a melee attack against the Hell Moth, it can use its reaction to flare embers and smoke. The attacker must succeed on a DC 16 Dexterity saving throw or have disadvantage on the attack.


Legendary Actions

The Hell Moth can take 2 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn.

  • Wing Sweep. The Hell Moth makes a Wing Slap attack. Gusts of hot air and sparks lash nearby foes.
  • Ignite. The Hell Moth radiates flames in a 10-foot radius; creatures in the area take 7 (2d6) fire damage, Dexterity save DC 16 for half.
  • Shift (Costs 2 Actions). The Hell Moth flies up to half its speed without provoking opportunity attacks, weaving through smoke and sparks.

Tactics

Hell Moths excel at ambush, using their wings to disorient and damage foes before retreating into smoke and fire. They prefer aerial hit-and-run attacks, using Engulf to trap vulnerable targets and Fiery Aura to punish proximity. When threatened, they will Self-Immolate, turning the battlefield into a hazardous zone. Their instinctive intelligence favors exploiting terrain, flanking, and avoiding prolonged melee against multiple foes.


If you want, I can also create a “Hell Moth Swarm Variant” for higher-level encounters, co

Hell Moth 3
Create

This creature looks like a giant gray moth with spiraling bands of red and black on its body. It has large, thin, reddish-hued wings.

Source: Pathfinder d20pfsrd.com

It is thought to have come from another plane, though sages are not quite sure of its exact origin. The hell moth attacks living creatures that wander too close to its lair. It otherwise resembles a large moth with an 8-foot wingspan.

They wait for their prey to pass nearby before attacking. If facing multiple opponents, they attempt to bite and usually do not employ their engulfing ability. Multiple moths work in concert with one another against opponents. When a hell moth has successfully engulfed a foe, it sets its own body on fire in a display of self-immolation that consumes both it and its engulfed opponent.


Hell Moth CR 6
XP 2,400

N(E) Large aberration (extraplanar)

Init +7; Senses Darkvision 60 ft., Scent; Perception +13
DEFENSE
AC 19, touch 12, flat-footed 16 (+3 Dexterity, +7 natural, –1 size)

hp 76 (9d8+27 plus 9)

Fort +6; Ref +6; Will +7

Resist fire 20
OFFENSE
Spd 10 ft., Fly 40 ft. (average)

Melee bite +10 (1d6+7 plus grab)

Space 10 ft.; Reach 5 ft.

Special Attacks engulf, immolation
STATISTICS
Strength 21, Dexterity 16, Constitution 17, Intelligence 6, Wisdom 12, Charisma 10

Base Atk +6; CMB +12 (+16 with grapple); CMD 25

Feats Diehard, Endurance, Improved Initiative, Skill Focus (Perception), Toughness

Skills Fly +10, Perception +13, Stealth +8
SPECIAL ABILITIES
Engulf (Ex)  

If a hell moth grapples an opponent it can wrap a Medium or smaller creature in its wings and body and automatically deal bite damage in each round it maintains the grapple. Attacks that hit an engulfing moth deal half their damage to the monster and half to the trapped victim.
 
Immolation (Su)
 
A moth that has engulfed an opponent can detonate its body in a blast of hellish fire that deals 6d10 points of fire damage to itself and the engulfed opponent (no save). (Reduce the damage dealt to the hell moth by its fire resistance.) A hell moth can immolate itself once every 3 hours (providing it survives the immolation). Creatures within 10 feet of the hell moth when it uses this ability must succeed on a DC 17 Reflex save or take 1d8 points of fire damage as clothes and combustibles ignite. The damage continues for another 1d4+4 rounds after the hell moth uses this ability or until the fire is extinguished. The save DC is Constitution-based.
ECOLOGY
Environment any

Organization solitary or flock (3-6)

Treasure none

Section 15: Copyright Notice – Tome of Horrors Complete

Hell Moth from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene.

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