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Nightgaunt

Size
Large
Type
Aberration
Challenge Rating
10
Source
Creature Codex
Alignment
Lawful-Evil
Armor Class
17
Speeds
20, fly 60
Walking Speed
20
Flying Speed
60
Strength Score
18
Dexterity Score
17
Constitution Score
18
Intelligence Score
4
Wisdom Score
16
Charisma Score
16
Saving Throws
Strength, Constitution, Wisdom, Charisma
Skill Proficiencies
Athletics, Intimidation, Perception, Stealth
Vision
Blindsight (120ft)
Languages Ref
understands Common, Abyssal, and Void Speech, but can't speak
Hit Points
142
Condition Immunities
Blinded, Frightened
Resistances
Resistant to Bludgeoning Damage, Resistant to Necrotic Damage
Languages
Abyssal

Large aberration, lawful evil


Armor Class 17 (natural armor)

Hit Points 142 (15d10+60)

Speed 20 ft., fly 60 ft.


STR
18 (+4)
DEX
17 (+3)
CON
18 (+4)
INT
4 (−3)
WIS
16 (+3)
CHA
16 (+3)

Saving Throws Str +8, Con +8, Wis +7, Cha +7

Skills Athletics +8, Intimidation +7, Perception +7, Stealth +11

Damage Resistances bludgeoning, necrotic

Condition Immunities blinded, frightened

Senses blindsight 120 ft., passive Perception 17

Languages understands Common, Abyssal, and Void Speech, but can't speak

Challenge 10 (5,900 XP)

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.

Stat block from Creature Codex (Kobold Press), Open Game Content used under the Open Game License 1.0a. Creature Codex. © 2018 Open Design LLC; Authors Wolfgang Baur, Dan Dillon, Richard Green, James Haeck, Chris Harris, Jeremy Hochhalter, James Introcaso, Chris Lockey, Shawn Merwin, and Jon Sawatsky. It is not Geminaea material. See Legal.