b'Mothman \n'b'  Family:   Mothman  \n'b'  Medium   monstrosity ,  chaotic neutral  \n'b'  Armor Class  17 (natural armor)  Hit Points  117 (18d8+36)  Speed  30 ft., fly 60 ft.\n'b' STATS STR: 12 (+1) DEX:  16 (+3)  CON:  15 (+2)  INT:  15 (+2)  WIS:  15 (+2)  CHA:  16 (+3)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Saves   Dex  +5,  Con  +4,  Int  +4,  Wis  +4,  Cha  +5  Skills   Insight  +4,  Perception  +6,  Stealth  +7  Senses  blindsense 10 ft.,  darkvision  60 ft., passive  Perception  16  Languages  Common, Deep Speech, Sylvan (but can\xe2\x80\x99t speak); telepathy 100 ft.  Challenge  6 (2,300 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'  Innate Spellcasting : The mothman\xe2\x80\x99s innate spellcasting ability is  Charisma  (spell save DC 14). It can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b'  At will :  detect thoughts ,  minor illusion  \n'b'  3/day :  major image ,  modify memory ,  suggestion  \n'b'  1/day :  dream ,  mind blank ,  project image  \n'b'\n'b'  Magic Resistance . The mothman has advantage on saving throws against spells and other magical effects. \n'b'\n'b' ACTIONS \n'b'\n'b'  Claws .  Melee Weapon Attack : +6 to hit, reach 5 ft., one target.  Hit : 10 (2d6 + 3) slashing damage. \n'b'  Invisible Passage . The mothman magically turns  invisible  until it attacks or casts a spell, or until its concentration ends (as if concentrating on a spell). While  invisible , it leaves no physical evidence of its passage, so it can be tracked only by magic. Any equipment it wears or carries is  invisible  with it. \n'b'  Mind-warping Gaze . A creature the mothman can see within 30 feet must make a DC 14  Wisdom  saving throw. On a failure, the creatures becomes  frightened . A creature may make a new saving throw at the end of each of its turns; on a success, it is no longer  frightened . On a failed saving throw, the creature takes 22 (4d10) psychic damage. If a creature is reduced to  0 Hit Points , it is stable, and becomes  frightened  for 1 hour with no additional saving throws, and is  incapacitated  as long as it is  frightened . \n'b'  Shadow Jaunt (1/Day) . The mothman magically teleports to a destination with which is familiar and within 500 miles. It may touch up to one creature and  teleport  the creature along with it. If the creature is unwilling, the creature must make a DC 14  Wisdom  saving throw; on a success, it does not  teleport  with the mothman. \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.'