Monster
Nightgaunt
Outside your table’s allowed sources
Official reference · RHW · 2014
- Creature type
- Aberration
- Size
- Large
- Armor class
- 16
- Hit points
- 136 (16d10 + 48)
- Speed
- Walk 30 ft., Fly 40 ft.
- Challenge rating
- 8
- Alignment
- Chaotic Evil
- Strength
- 17
- Dexterity
- 20
- Constitution
- 16
- Intelligence
- 13
- Wisdom
- 16
- Charisma
- 10
- Passive Perception
- 13
- Initiative
- +8
- Saving Throws
- dex: +8; wis: +6
- Senses
- Blindsight 60 ft.
- Languages
- understands Deep Speech but can't speak
- Resistances
- lightning, poison, psychic
- Condition Immunities
- blinded, deafened, exhaustion
Traits
Flyby
The nightgaunt doesn't provoke an Opportunity Attack when it flies out of an enemy's reach.
Actions
Multiattack
The nightgaunt makes two attacks, using Claw or Barb in any combination. It can replace one attack with a use of Ascend.
Claw
Melee Attack: +8, reach 5 ft. Hit: 14 (2d8 + 5) Slashing damage plus 10 (3d6) Poison damage. If the target is a Medium or smaller creature, it has the Grappled condition (escape DC 13).
Barb
Ranged Attack: +8, range 60 ft. Hit: 21 (6d6) Piercing damage, and the target has the Poisoned condition until the end of its next turn.
Ascend
The nightgaunt flies upward in a straight line, moving up to its Fly Speed. If the nightgaunt is grappling a creature, it ignores the extra movement cost to carry the creature with it.
Bonus actions
Tickle
Wisdom Saving Throw: DC 16, one creature Grappled by the nightgaunt. Failure: The target has the Incapacitated condition until the start of the nightgaunt's next turn.