Creatures in "Mothman" Category

System: Pathfinder | SRD

Creatures in "Mothman" Category CR Mothman 6 Mothman Elder 12
XP 19200
Init +9 ; Senses darkvision 60 ft., see invisibility ; Perception +23
Defense
AC 26, touch 14, flat-footed 21 (+5 Dex, +12 natural, –1 size)
hp 142 (15d10+60)
Fort +9, Ref +14, Will +16
DR 10/magic
Resist cold 20, fire 20
SR 23
Offense
Speed 30 ft., fly 60 ft. (good)
Melee 2 claws +20 (2d6+3/19–20)
Ranged obliteration ray +19 touch (8d6 energy)
Space 10 ft., ; Reach 10 ft.
Special Attacks mind-warping gaze (DC 22)
Spell-Like Abilities (CL 15th; concentration +20)
Aura warp elements (120 ft., DC 22)
CMB +21 CMD 34
Statistics
Str 17,, Dex 20,, Con 18,, Int 17,, Wis 21,, Cha 20
Base Atk +15
Feats Agile Maneuvers , Blind-Fight , Improved Critical (claw) , Improved Initiative , Improved Iron Will , Iron Will , Weapon Finesse , Weapon Focus (claw)
Skills Fly +25, Knowledge (arcana) +21, Knowledge (dungeoneering) +21, Perception +23, Sense Motive +20, Spellcraft +18, Stealth +19
Languages Common, Sylvan, Undercommon (can’t speak); telepathy 100 ft.
Special Abilities
Mind-Warping Gaze (Su) See page 194 of Pathfinder RPG Bestiary 2 .
Obliteration Ray (Su) As a swift action, a mothman elder can fire a ray of devastating energy as a ranged touch attack that deals 8d6 points of damage (or 8d8 points of damage against an object, automatically bypassing hardness). This attack deals either acid, cold, electricity, or fire damage, as chosen by the mothman elder at the start of its turn. This attack has a range of 180 feet with no range increment.
Warp Elements (Su) A mothman elder’s presence distorts the perceptions of those around it, to the point that they believe it is either suddenly swelteringly hot or numbingly cold. Any creature that starts its turn within 120 feet of a mothman elder must succeed at a DC 22 Will save or immediately succumb to the effects of extreme heat ( Pathfinder RPG Core Rulebook 444) or extreme cold ( Core Rulebook 442). A mothman elder can switch between emitting a hot or cold aura as a move action. This effect lasts as long as the target remains within the area of effect and for 1d6 minutes afterward. A target may attempt a new Will save every minute to prematurely end the effect. This is a mind-affecting effect—the heat and cold are not real, and thus energy resistance and spells like endure elements have no effect. The save DC is Charisma-based.

Add to encounter | Back to Monsters