Mothman, Mothman ElderTwo colorful membranous wings rise behind this large insectlike humanoid, forming and reforming into complex patterns.Mothman Elder CR 12Source Mystery Monsters Revisited pg. 33 XP 19,200 CN Large monstrous humanoid Init +9; Senses darkvision 60 ft., see invisibility; Perception +23 Aura warp elements (120 ft., DC 22)DefenseAC 26, touch 14, flat-footed 21 (+5 Dex, +12 natural, –1 size) hp 142 (15d10+60) Fort +9, Ref +14, Will +16 Defensive Abilities blur; DR 10/magic; Resist cold 20, fire 20; SR 23OffenseSpeed 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) Constant—blur, see invisibility At will—control weather, greater dispel magic 3/day—cloudkill (DC 20), hold monster (DC 20), phantasmal killer (DC 19), scrying (DC 19) 1/day—earthquake (DC 23), incendiary cloud (DC 23)StatisticsStr 17, Dex 20, Con 18, Int 17, Wis 21, Cha 20 Base Atk +15; CMB +21; CMD 34 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 AbilitiesMind-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.DescriptionMothmen that are captured or fail to accomplish their goals answer to greater beings. Called elders by their kin, these cataclysmic creatures are taskmasters in charge of disciplining renegade mothmen and disposing of damning evidence that might bring knowledge of the mothmen to public light. This means hunting down and destroying individuals that reveal themselves to too many or fail in fulfilling destiny.
A mothman elder is 8 feet tall and weighs 150 pounds.Creatures in "Mothman" Category
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