Nightgaunt
Large Aberration, lawful evil. CR 10, AC 17, 142 HP. Traits: Flyby, Pack Tactics, Magic Resistance, Utterly Silent.
- Armor class
- 17
- Hit points
- 142
- Challenge
- 10
- Creature type
- Aberration
- Size
- Large
- Alignment
- lawful evil
Stat block
- Cha
- 16
- Con
- 18
- Dex
- 17
- Int
- 4
- Str
- 18
- Wis
- 16
- Speed
- Fly: 60; Walk: 20
- Senses
- blindsight 120 ft., passive Perception 17
- Skills
- Stealth: 11; Athletics: 8; Perception: 7; Intimidation: 7
- 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.
- Languages
- understands Common, Abyssal, and Void Speech, but can't speak
- Saving throws
- Wisdom: 7; Charisma: 7; Strength: 8; Constitution: 8
- 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.
- Damage resistances
- bludgeoning, necrotic
- Condition immunities
- blinded, frightened
Source and licence
From Creature Codex.
Licence: Open Game Content (OGL 1.0a).