b'Mothman \n'b'  Medium   aberration ,  neutral evil  \n'b'  Armor Class  15  Hit Points  71 (11d8 + 22)  Speed  30 ft., fly 60 ft.\n'b' STATS STR: 17 (+3) DEX:  20 (+5)  CON:  14 (+2)  INT:  16 (+3)  WIS:  15 (+2)  CHA:  9 (-1)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Skills   Insight  +5,  Perception  +5,  Stealth  +8  Damage Immunities  psychic  Senses   darkvision  60 ft., passive  Perception  15  Languages  all, telepathy 120 ft.  Challenge  5 (1,800 XP) \n'b' SPECIAL TRAITS \n'b'\n'b'  Innate Spellcasting . The Mothman\xe2\x80\x99s innate spellcasting ability is  Intelligence  (spell save DC 15). It can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b'  At will :  charm person ,  detect evil and good , dissonant whispers,  minor illusion  \n'b'  1/day each : crown of madness,  enthrall ,  hypnotic pattern ,  silence  \n'b'\n'b'  Magic Resistance . The Mothman has advantage on saving throws against spells and other magical effects. \n'b'  Shadow Stealth . While in dim light or darkness, the Mothman can take the  Hide  action as a bonus action. \n'b'\n'b' ACTIONS \n'b'\n'b'  Multiattack . The Mothman man makes two attacks: one bite  attack  and one claws  attack . \n'b'  Bite .  Melee Weapon Attack : +6 to hit, reach 5 ft. one target.  Hit : 7 (1d8 + 3) piercing damage plus 4 (1d8) necrotic damage. \n'b'  Claws .  Melee Weapon Attack : +6 to hit, reach 5 ft., one target.  Hit : 10 (2d6 + 3) slashing damage plus 3 (1d6) necrotic damage. \n'b'  Haunt Mind (Recharge 5-6) . The Mothman chooses up to three creatures it can see within 60 feet of it. Each target must succeed on a DC 15  Wisdom  saving throw, or it takes 7 (1d8 + 3) psychic damage and is haunted by paranoid visions for one week. Constructs and undead are immune to this effect. \n'b'\n'b' ABOUT \n'b' A tall, gray creature with two glowing red eyes flies in front of a carriage. The two young couples inside scream and run for their lives. Soon the tale of the Mothman reaches their small town. The witnesses explain they saw a large humanoid with a 10-foot wingspan. \n'b'  Otherworldly Creature . This monster is not from the ordinary world. The Mothman passed through and got lost. \n'b'  Mind-Altering . There is no doubt the monster is dangerous, but the most horrifying effect is psychological. Somehow the Mothman is able to enter the minds of multiple creatures and torment them. \n'b'  Homesick Horror . The Mothman longs to return home to its world. It has attempted to use Riftgates to get there. But the portals are rare, and the creature can\xe2\x80\x99t seem to find its way home. It has become frustrated and plans to enlist the aid of a spellcaster.'