Nightgaunt

Creature Codex (3pp)

Size
Large
Type
aberration
Alignment
lawful evil
AC
17 (natural armor)
Hit Points
142 (15d10+60)
Speed
walk 20 ft., fly 60 ft.
Saving Throws
Str +8, Con +8, Wis +7, Cha +7
Skills
Athletics +8, Intimidation +7, Perception +7, Stealth +11
Resistances
necrotic, bludgeoning
Condition Immunities
blinded, frightened
Senses
blindsight 120 ft.
Passive Perception
17
Languages
Understands Common, Abyssal but can't speak
Challenge
10
STR
18
+4
DEX
17
+3
CON
18
+4
INT
4
−3
WIS
16
+3
CHA
16
+3

Traits

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.

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.

Other data

description