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Mothman

Creature 7 (rare) — aberration

Pre-Remaster content. May include legacy alignment.

WeaverShadeLANDAERIALaberrationmental

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

Source: pathfinder-bestiary-3 (Pre-Remaster)

Perception +15; darkvision
Languages aklo, common, fey, sakvroth; (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 Ref +18 Will +15
HP 90
Speed 25 feet, fly 50 feet

Offense

Melee Claw (agile, finesse, unarmed) +16, Damage 2d8+4 slashing

Abilities

Telepathy 100 feet (aura, 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, fear, mental, occult, visual) — 30 feet. 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 (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 (concentrate, emotion, 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, attack +17
4th Modify Memory, Nightmare, Phantasmal Killer, Suggestion
3rd Mind Reading
2nd Illusory Creature, Invisibility, Misdirection
1st Illusory Object
Cantrips (4th) Daze, Ghost Sound, Read Aura

WORKS WELL WITH

AnvilLAND / AERIALA durable frontline body keeps melee attention away from this fragile caster so its aura keeps triggering.
SnareLAND / AERIALA controller that pins a target makes its already Will-strained saves against this creature's spells even less reliable.
CrasherLAND / AERIALA heavy striker punishes a Frightened target whose reduced rolls make it far easier to overwhelm.

PUNISHES

✖ low Will✖ clumping✖ standing still
Avoid pairing with another fear-aura caster; redundant Will-save effects on the same target don't compound meaningfully.
Works well with · Punishes · Pairing advice Unlock with Tactics

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Stat block data sourced from the Foundry VTT PF2E system under the Apache License 2.0. Source book: Pathfinder Bestiary 3.

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