b'Dread Mothman \n'b'  Family:   Mothman  \n'b'  Medium   undead ,  lawful evil  \n'b'  Armor Class  18 (incorporeal)  Hit Points  54 (18d8 + 8)  Speed  0 ft., fly 60 ft.\n'b' STATS STR: 20 (+5) DEX:  12 (+1)  CON:  16 (+3)  INT:  12 (+1)  WIS:  14 (+2)  CHA:  16 (+3)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Saves   Dex  +5,  Wis  +6  Skills   Perception  +6,  Stealth  +5  Damage Resistances  necrotic; bludgeoning, piercing, and slashing from nonmagical attacks  Damage Immunities  poison  Condition Immunities   exhaustion ,  frightened ,  poisoned ,  unconscious   Senses   darkvision  60 ft., passive  Perception  16  Languages  Common, Infernal  Challenge  11 (7,200 XP) \n'b' SPECIAL TRAITS \n'b'\n'b'  Agent of Fate (1/Day) . The mothman can cause any ability check, saving throw, or attack it can see to be made with advantage or disadvantage, but only if doing so steers the flow of fate in its proper course. What the proper flow of fate entails is determined by the GM. \n'b'  Blurred . Any creature has disadvantage on attack rolls against the mothman. An attacker is immune to this effect if it doesn\xe2\x80\x99t rely on sight, as with blindsight, or can see through illusions, as with truesight. \n'b'  Flyby . The mothman doesn\xe2\x80\x99t provoke opportunity attacks when it flies out of an enemy\xe2\x80\x99s reach. \n'b'  Rejuvenation . If the dread mothman is destroyed, he returns to life at dusk the next day and regains all his  Hit Points . Only a  remove curse  (cast at 7th level or higher) or  wish  spell can prevent this trait from functioning. \n'b'  Sunlight Sensitivity . While in sunlight, the dread mothman has disadvantage on  attack  rolls, as well as on  Wisdom  ( Perception ) checks that rely on sight. \n'b'  Turning Defiance . The dread mothman and any specters within 30 feet of him have advantage on saving throws against effects that turn undead. \n'b'\n'b' ACTIONS \n'b'\n'b'  Multiattack . The dread mothman makes three attacks, either with his claws or long shadowy quills. He can use Life Drain in place of one claw  attack . \n'b'  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\xe2\x80\x99s 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. \n'b'  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. \n'b'  Quills .  Ranged Weapon Attack : +5 to hit, range 50/200 ft., one target.  Hit : 5 (1d8 + 1) force damage plus 10 (3d6) necrotic damage. \n'b'\n'b' ABOUT \n'b' Little is known of these strange creatures, save that when they appear, calamity follows. Mothmen see themselves as agents of fate, exhibiting extraordinary powers to guide the hands of destiny. More often than not, citizens encounter a mothman and never recall the meeting, yet fall right into the creature\xe2\x80\x99s obscure plans. Mothmen stand almost 7 feet tall and weigh 100 pounds. \n'b'  Dread Mothman . Sometimes a mothman is slain in a particularly gruesome fashion, at the height of a calamity that it may have caused itself or when its attempt to alter destiny failed and rebounded upon it. These ghastly undead spirits lack many of the powers of a living mothman, yet they retain a cruel obsession with altering fate, only now it is always toward doom for the living.'