Mothfolk

Tim Bertelink
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.