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- {
- "ac": 26,
- "alignment": "CN",
- "breadcrumbs_spa": [],
- "category": "creature",
- "charisma": 5,
- "constitution": 4,
- "creature_ability": [
- "Portentous Gaze",
- "Agent of Fate",
- "Focus Gaze"
- ],
- "creature_family_markdown": "",
- "dexterity": 5,
- "exclude_from_search": false,
- "fortitude_save": 13,
- "hp": 90,
- "hp_raw": "90",
- "id": "creature-1240",
- "image": [
- "/Images/Monsters/Mothman.png"
- ],
- "intelligence": 2,
- "language": [
- "Aklo",
- "Common",
- "Sylvan",
- "Undercommon",
- "(can't speak any language); <%UMR%37%%>telepathy<%END> 100 feet"
- ],
- "language_markdown": "[Aklo](/Languages.aspx?ID=13), [Common](/Languages.aspx?ID=1), [Sylvan](/Languages.aspx?ID=10), [Undercommon](/Languages.aspx?ID=11); (can't speak any language); [telepathy](/MonsterAbilities.aspx?ID=37) 100 feet",
- "level": 7,
- "markdown": "<title level=\"1\" pfs=\"Standard\">[Mothman](/Monsters.aspx?ID=1240)</title>\r\n\r\n<row gap=\"medium\">\r\n\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\n\r\nLittle is known of the strange creatures known as mothmen, save that when they make themselves known, calamity is sure to follow. The mothman sees themself as an agent of fate—provided such fate is devastating and destructive. Often, those who encounter a mothman never recall the meeting, yet live on to unknowingly pursue and enable the creature's obscure plans.\n\n The name “mothmen” is, of course, not these creatures' own name for themselves, but an appellation granted by the fearful who glimpse them and tell harrowing tales of their sightings. They each keep their own names, or a collection for use in different situations, yet have no need for a collective word for their kind.\r\n\r\n<column gap=\"tiny\">\r\n**[Recall Knowledge - Aberration](/Rules.aspx?ID=563)**\r\n([Occultism](/Skills.aspx?ID=11)): DC 28\r\n\r\n**[Unspecific Lore](/Rules.aspx?ID=563)**: DC 26\r\n\r\n**[Specific Lore](/Rules.aspx?ID=563)**: DC 23\r\n</column>\r\n\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n<image src=\"/images/Monsters/Mothman.png\" />\r\n</column>\r\n\r\n</row>\r\n\r\n<title level=\"2\" right=\"Creature 7\">[Mothman](/Monsters.aspx?ID=1240)</title>\r\n\r\n<traits>\r\n<trait label=\"Rare\" url=\"/Traits.aspx?ID=137\" />\r\n<trait label=\"CN\" url=\"/Rules.aspx?ID=95\" />\r\n<trait label=\"Medium\" />\r\n<trait label=\"Aberration\" url=\"/Traits.aspx?ID=1\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Bestiary 3](/Sources.aspx?ID=66) pg. 179</row>\n\n**Perception** +15; [darkvision](/MonsterAbilities.aspx?ID=12)\r\n\r\n**Languages**\r\n[Aklo](/Languages.aspx?ID=13), [Common](/Languages.aspx?ID=1), [Sylvan](/Languages.aspx?ID=10), [Undercommon](/Languages.aspx?ID=11); (can't speak any language); [telepathy](/MonsterAbilities.aspx?ID=37) 100 feet\r\n\r\n**Skills**\r\n[Acrobatics](/Skills.aspx?ID=1) +16, [Nature](/Skills.aspx?ID=10) +13, [Occultism](/Skills.aspx?ID=11) +15, [Society](/Skills.aspx?ID=14) +13, [Stealth](/Skills.aspx?ID=15) +16\r\n\r\n<row gap=\"medium\">\r\n**Str** +2\r\n\r\n**Dex** +5\r\n\r\n**Con** +4\r\n\r\n**Int** +2\r\n\r\n**Wis** +4\r\n\r\n**Cha** +5\r\n</row>\n\n</column>\r\n\r\n---\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"medium\">\r\n**AC** 26 \r\n\r\n**Fort** +13 \r\n\r\n**Ref** +18 \r\n\r\n**Will** +15 \n\n</row>\r\n\r\n**HP** 90\n\n**Portentous Gaze** ([aura](/Traits.aspx?ID=206), [emotion](/Traits.aspx?ID=60), [enchantment](/Traits.aspx?ID=61), [fear](/Traits.aspx?ID=68), [mental](/Traits.aspx?ID=106), [occult](/Traits.aspx?ID=120), [visual](/Traits.aspx?ID=163)) 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](/Conditions.aspx?ID=19) (or frightened 2 on a critical failure) The mothman can deactivate or activate this aura with a single action, which has the [concentrate](/Traits.aspx?ID=32) trait.\r\n\r\n</column>\r\n\r\n---\r\n\r\n<column gap=\"tiny\">\r\n\r\n**Speed** 25 feet, fly 50 feet\r\n\r\n**Melee**\r\n<actions string=\"Single Action\" />\r\nclaw +16 ([Agile](/Traits.aspx?ID=170), [Finesse](/Traits.aspx?ID=179)),\r\n**Damage** 2d8+4 slashing\r\n\r\n**Occult Innate Spells** DC 25, attack +17\r\n- **Cantrips (4th)**\r\n[Daze](/Spells.aspx?ID=61), [Ghost Sound](/Spells.aspx?ID=132), [Read Aura](/Spells.aspx?ID=246)\r\n- **2nd**\r\n[Illusory Object](/Spells.aspx?ID=160), [Misdirection](/Spells.aspx?ID=198)\r\n- **3rd**\r\n[Illusory Creature](/Spells.aspx?ID=158), [Mind Reading](/Spells.aspx?ID=194)\r\n- **4th**\r\n[Invisibility](/Spells.aspx?ID=164), [Modify Memory](/Spells.aspx?ID=200), [Nightmare](/Spells.aspx?ID=208), [Phantasmal Killer](/Spells.aspx?ID=219), [Suggestion](/Spells.aspx?ID=315)\r\n\r\n**Agent of Fate** <actions string=\"Three Actions\" /> ([Primal](/Traits.aspx?ID=134)) **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_](/Spells.aspx?ID=161) to coax someone to a portentous location, casting [_sending_](/Spells.aspx?ID=272) to deliver an important message to someone the exact moment they need to hear it, or casting [_rusting grasp_](/Spells.aspx?ID=711) to weaken a structure and cause some necessary calamity.\r\n\r\n**Focus Gaze** <actions string=\"Single Action\" /> ([Concentrate](/Traits.aspx?ID=32), [Emotion](/Traits.aspx?ID=60), [Enchantment](/Traits.aspx?ID=61), [Fear](/Traits.aspx?ID=68), [Mental](/Traits.aspx?ID=106), [Occult](/Traits.aspx?ID=120), [Visual](/Traits.aspx?ID=163)) 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](/Conditions.aspx?ID=19) when it attempts this save, on a failure it becomes [stupefied 1](/Conditions.aspx?ID=37) for 24 hours in addition to the frightened effect. After attempting its save, the creature is then temporarily immune for 1 minute.\r\n\r\n</column>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_2_AdditionalLore.png\">The Red Bishop</title>\r\n\r\nPrimary among mothmen on Golarion is the Red Bishop, a priest of [Pazuzu](/Deities.aspx?ID=79) whose mysterious plans for the small town of Sandpoint in Varisia hinge on the collection and manipulation of adventuring groups. The Red Bishop seeks to cultivate a group that will someday, albeit unknowingly, serve as a final catalyst to unleash a devastating, hidden plot upon the region.\r\n</aside>",
- "name": "Mothman",
- "npc": false,
- "perception": 15,
- "pfs": "Standard",
- "rarity": "rare",
- "reflex_save": 18,
- "release_date": "2021-04-07",
- "resistance": {},
- "search_markdown": "<traits>\r\n<trait label=\"Rare\" url=\"/Traits.aspx?ID=137\" />\r\n<trait label=\"Aberration\" url=\"/Traits.aspx?ID=1\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Bestiary 3](/Sources.aspx?ID=66) pg. 179</row>\n\n<row gap=\"medium\">\r\n**HP** 90\r\n\r\n**AC** 26\r\n\r\n**Fort** +13\r\n\r\n**Ref** +18\r\n\r\n**Will** +15\r\n\r\n**Perception** +15\r\n</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nLittle is known of the strange creatures known as mothmen, save that when they make themselves known, calamity is sure to follow. The mothman sees …\r\n</summary>",
- "sense": " darkvision ",
- "sense_markdown": "[darkvision](/MonsterAbilities.aspx?ID=12)",
- "size": [
- "Medium"
- ],
- "skill": [
- "Acrobatics +16",
- "Nature +13",
- "Occultism +15",
- "Society +13",
- "Stealth +16"
- ],
- "skill_markdown": "[Acrobatics](/Skills.aspx?ID=1) +16, [Nature](/Skills.aspx?ID=10) +13, [Occultism](/Skills.aspx?ID=11) +15, [Society](/Skills.aspx?ID=14) +13, [Stealth](/Skills.aspx?ID=15) +16",
- "source": [
- "Bestiary 3"
- ],
- "source_raw": [
- "Bestiary 3 pg. 179"
- ],
- "source_category": "Rulebooks",
- "source_markdown": "<row gap=\"tiny\">[Bestiary 3](/Sources.aspx?ID=66) pg. 179</row>",
- "speed": {
- "fly": 50,
- "land": 25,
- "max": 50
- },
- "speed_markdown": "25 feet, fly 50 feet",
- "speed_raw": "25 feet, fly 50 feet",
- "spell": [
- "Invisibility",
- "Modify Memory",
- "Nightmare",
- "Phantasmal Killer",
- "Suggestion",
- "Illusory Creature",
- "Mind Reading",
- "Illusory Object",
- "Misdirection",
- "Daze",
- "Ghost Sound",
- "Read Aura"
- ],
- "spell_markdown": "[Daze](/Spells.aspx?ID=61), [Ghost Sound](/Spells.aspx?ID=132), [Illusory Creature](/Spells.aspx?ID=158), [Illusory Object](/Spells.aspx?ID=160), [Invisibility](/Spells.aspx?ID=164), [Mind Reading](/Spells.aspx?ID=194), [Misdirection](/Spells.aspx?ID=198), [Modify Memory](/Spells.aspx?ID=200), [Nightmare](/Spells.aspx?ID=208), [Phantasmal Killer](/Spells.aspx?ID=219), [Read Aura](/Spells.aspx?ID=246), [Suggestion](/Spells.aspx?ID=315)",
- "stealth": "16",
- "strength": 2,
- "strongest_save": [
- "ref",
- "reflex"
- ],
- "summary": "Little is known of the strange creatures known as mothmen, save that when they make themselves known, calamity is sure to follow. The mothman sees …",
- "summary_markdown": "Little is known of the strange creatures known as mothmen, save that when they make themselves known, calamity is sure to follow. The mothman sees …",
- "text": " Mothman Little is known of the strange creatures known as mothmen, save that when they make themselves known, calamity is sure to follow. The mothman sees themself as an agent of fate—provided such fate is devastating and destructive. Often, those who encounter a mothman never recall the meeting, yet live on to unknowingly pursue and enable the creature's obscure plans. The name “mothmen” is, of course, not these creatures' own name for themselves, but an appellation granted by the fearful who glimpse them and tell harrowing tales of their sightings. They each keep their own names, or a collection for use in different situations, yet have no need for a collective word for their kind. Recall Knowledge - Aberration (Occultism): DC 28 Unspecific Lore : DC 26 Specific Lore : DC 23 Mothman Source Bestiary 3 pg. 179 Perception +15; darkvision Languages Aklo, Common, Sylvan, Undercommon; (can't speak any language); telepathy 100 feet Skills Acrobatics +16, Nature +13, Occultism +15, Society +13, Stealth +16 Str +2 Dex +5 Con +4 Int +2 Wis +4 Cha +5 --- AC 26 Fort +13 Ref +18 Will +15 HP 90 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. --- Speed 25 feet, fly 50 feet Melee Single Action claw +16 (Agile, Finesse), Damage 2d8+4 slashing Occult Innate Spells DC 25, attack +17 - Cantrips (4th) Daze, Ghost Sound, Read Aura - 2nd Illusory Object, Misdirection - 3rd Illusory Creature, Mind Reading - 4th Invisibility, Modify Memory, Nightmare, Phantasmal Killer, Suggestion Agent of Fate Three Actions (Primal) 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. Focus Gaze Single Action (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. The Red Bishop Primary among mothmen on Golarion is the Red Bishop, a priest of Pazuzu whose mysterious plans for the small town of Sandpoint in Varisia hinge on the collection and manipulation of adventuring groups. The Red Bishop seeks to cultivate a group that will someday, albeit unknowingly, serve as a final catalyst to unleash a devastating, hidden plot upon the region. ",
- "trait": [
- "Aberration",
- "Rare",
- "CN",
- "Medium"
- ],
- "trait_markdown": "[Aberration](/Traits.aspx?ID=1), [Rare](/Traits.aspx?ID=137)",
- "trait_raw": [
- "Aberration",
- "Rare"
- ],
- "type": "Creature",
- "url": "/Monsters.aspx?ID=1240",
- "vision": "Darkvision",
- "weakest_save": [
- "fort",
- "fortitude"
- ],
- "weakness": {},
- "will_save": 15,
- "wisdom": 4
- }
|