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Nightgaunt

Creature 4 (uncommon) — aberration, dream

Nightgaunts lurk in dreams, lying in wait to spirit away the unwary dreamer. Once connected to such a being, the nightgaunt feeds upon the mortal's emotions before abandoning them—often in a place they might never wake from. A nightgaunt appears as a bony humanoid with inky black skin, batlike wings, a long sinuous tail, and demonic horns atop a head that lacks any face or features. Most nightgaunts have little interest in anything other than sating their hunger for emotions. They find the art

Source: pathfinder-monster-core-2

Perception +10
Skills acrobatics +11, athletics +13, stealth +11
Str
+5
Dex
+3
Con
+2
Int
-2
Wis
+2
Cha
+0
AC 21 Fort +10 Ref +13 Will +10
HP 60
Resistances cold 5
Speed 25 feet, fly 30 feet

Offense

Melee Claw +12, Damage 2d6+7 slashing
Melee Tail +12, Damage 1d4 bludgeoning

Abilities

All-Around Vision — All Around Vision
Faceless — The nightgaunt has no face, but it can still see in all directions as if its entire body were an eye. It has no need to breathe, and it is immune to all inhaled toxins and other olfactory effects.
Reactive Strike (Tail Only) — Reactive Strike
Clutches — A nightgaunt can Fly at full Speed while it has a Medium or smaller creature Grabbed or Restrained in its claws, carrying that creature along with it.
Tickle — The nightgaunt can use its tail to tickle a foe with horrible efficiency. A creature hit by its tail Strike must attempt a DC 21 Fortitude save; if the creature is Grabbed by the nightgaunt, it uses the outcome one degree of success worse than the result it rolled. **Critical Success** The creature is unaffected and is temporarily immune for 1 minute. **Success** The creature is overcome with laughter and can't perform reactions for 1 round. **Failure** As success, and the creature is Sickened 1. **Critical Failure** As success, and the creature is Sickened 2 and can't speak for 1 round.
Grab — Grab

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