Actions/Abilities/Traits: (D&D 5e)
Action
Claws
Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) force damage, or 10 (1d10 + 5) slashing damage if used with two hands, plus 10 (3d6) necrotic damage.
Action
Life Drain
Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 20 (5d6 + 3) necrotic damage. The target must succeed on a DC 15 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. A humanoid slain by this attack rises 24 hours later as a spectersrd under the Mothman's control, unless the humanoid is restored to life or its body is destroyed. The Mothman can have no more than twelve specters under his control at one time.
Action
Multiattack
The Mothman makes three attacks, either with his claws or long shadowy quills. He can use Life Drain in place of one claw attack.
Action
Quills
Ranged Weapon Attack: +5 to hit, range 50/200 ft., one target. Hit: 5 (1d8 + 1) force damage plus 10 (3d6) necrotic damage.
Special
Rejuvenation
If the Mothman dies, he returns to life at dusk the next day and regains all his hit points. Only a wish spell can prevent this trait from functioning. However, if the Mothman is somehow subdued he comes to his senses and becomes cooperative (see Development below).
Special
Sunlight Sensitivity
While in sunlight, the Mothman has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Special
Turning Defiance
The Mothman and any other wraiths within 30 feet of him have advantage on saving throws against effects that turn undead.
Actions/Abilities/Traits: (Pathfinder 2e)
Ability
Agent of Fate
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.
Ability
Focus Gaze
(concentrate, emotion, enchantment, 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.
Ability
Occult Innate Spells
DC 25, attack +17; 4th invisibility, modify memory, nightmare, phantasmal killer, suggestion; 3rd illusory creature, mind reading; 2nd illusory object, misdirection; Cantrips (4th) daze, ghost sound, read aura
Ability
Portentous Gaze
(aura, emotion, enchantment, 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.
Offense
Melee
Circumstance: combat round (melee)
claw +16 [+12/+8] (agile, finesse), Damage 2d8+4 slashing
Trait
Aberration
Aberrations are creatures from beyond the planes or corruptions of the natural order.
Language
(can't speak any language)
Aklo
Common
Sylvan
telepathy 100 feet
Undercommon
Perception
darkvision