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MothmanCreature 7


RareCNMediumAberration
Source Pathfinder Bestiary 3
Perception +15 (darkvision)
Languages Aklo, Common, Sylvan, Undercommon, (can't Speak Any Language), Telepathy 100 Feet
Skills Acrobatics +16, Nature +13, Occultism +15, Society +13, Stealth +16
Str +2, Dex +5, Con +4, Int +2, Wis +4, Cha +5

AC 26; Fort +13; Reflex +18; Will +15;
HP 90
Speed 25 feet (fly 50 feet)

Claw One Action +16 (+12, +8) to hit (agile, finesse) 2d8+4 Slashing

Darkvision

A monster with darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level Darkness spell, block normal darkvision. A monster with Greater Darkvision, however, can see through even these forms of magical darkness.

Telepathy 100 feet (aura, divination, magical)

A monster with telepathy can communicate mentally with any creatures within the listed radius, as long as they share a language. This doesn't give any special access to their thoughts, and communicates no more information than normal speech would.

Portentous Gaze (aura, emotion, enchantment, fear, mental, occult, visual)

30 feet Aura


When a creature ends its turn in the aura, it must attempt a DC 25 will save. A creature that fails is Frightened 1 (or Frightened 2 on a critical failure)

The mothman can deactivate or activate this aura with a single action, which has the concentrate trait.

Agent of Fate Three Actions (primal)

Frequency once per day


Effect The mothman casts any spell of 5th level or lower that normally takes 2 or fewer actions to cast, whether they have those spells in their innate spells or not.

They can use this ability only if doing so steers the flow of fate in its proper course toward a disaster or otherwise significantly memorable event.

What the proper flow of fate entails is determined by the GM, but some examples include casting Illusory Scene to coax someone to a portentous location, casting Sending to deliver an important message to someone the exact moment they need to hear it, or casting Rusting Grasp to weaken a structure and cause some necessary calamity.

Focus Gaze One Action (concentrate, emotion, enchantment, fear, mental, occult, visual)

The mothman fixes their glare at a creature they can see within 30 feet. The target must immediately attempt a Will save against the mothman's portentous gaze.

If the creature is already frightened when it attempts this save, on a failure it becomes Stupefied 1 for 24 hours in addition to the frightened effect.

After attempting its save, the creature is then temporarily immune for 1 minute.


Occult Innate Spells (DC 25, +17 to hit)

Cantrips (4th Level): Daze, Ghost Sound, Read Aura
1st Level: Illusory Object
2nd Level: Illusory Creature, Invisibility, Misdirection
3rd Level: Mind Reading
4th Level: Modify Memory, Nightmare, Phantasmal Killer, Suggestion


Little is known of the strange creatures known as mothmen, save that when they make themselves known, calamity is sure to follow. The mothman sees themself as an agent of fate-provided such fate is devastating and destructive. Often, those who encounter a mothman never recall the meeting, yet live on to unknowingly pursue and enable the creature's obscure plans.

The name "mothmen" is, of course, not these creatures' own name for themselves, but an appellation granted by the fearful who glimpse them and tell harrowing tales of their sightings. They each keep their own names, or a collection for use in different situations, yet have no need for a collective word for their kind.


Traits

Rare

This rarity indicates that a rules element is very difficult to find in the game world. A rare feat, spell, item or the like is available to players only if the GM decides to include it in the game, typically through discovery during play. Creatures with this trait are rare. They typically can't be summoned. The DC of Recall Knowledge checks related to these creatures is increased by 5.