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  1. SRDs/
  2. D&D 5th Edition/
  3. Monsters/
  4. Nightgaunt/

Nightgaunt

Nightgaunt

Large aberration, lawful evil
  • Armor Class 17 (natural armor)
  • Hit Points 142 (15d10+60)
  • Speed 20 ft., fly 60 ft.
  • STR
    18 (+4)
  • DEX
    17 (+3)
  • CON
    18 (+4)
  • INT
    4 (-3)
  • WIS
    16 (+3)
  • CHA
    16 (+3)
  • Saving Throws Str +8, Con +8, Wis +7, Cha +7
  • Skills Athletics +8, Intimidation +7, Perception +7, Stealth +11
  • Damage Resistances bludgeoning, necrotic
  • Condition Immunities blinded, frightened
  • Senses blindsight 120 ft., passive Perception 17
  • Languages understands Common, Abyssal, and Void Speech, but can't speak
  • Challenge 10 (5,900 XP)
  • Flyby. The nightgaunt doesn't provoke an opportunity attack when it flies out of an enemy's reach.
  • Pack Tactics. The nightgaunt has advantage on attack rolls against a creature if at least one of the nightgaunt's allies is within 5 feet of the creature and the ally isn't incapacitated.
  • Magic Resistance. The nightgaunt has advantage on saving throws against spells and other magical effects.
  • Utterly Silent. The nightgaunt doesn't make a sound and has advantage on Dexterity (Stealth) checks.

Actions

  • Multiattack. The nightgaunt can use its Baneful Presence. It then makes three attacks: two with its clutching claws and one with its barbed tail. If the nightgaunt is grappling a creature, it can use its barbed tail one additional time.
  • Clutching Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage, and the target is grappled (escape DC 16) if it is a Medium or smaller creature. Until this grapple ends, the target is restrained. The nightgaunt has two claws, each of which can grapple only one target. While using a claw to grapple, the nightgaunt can't use that claw to attack.
  • Barbed Tail. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage plus 10 (3d6) poison damage.
  • Baneful Presence. Each creature of the nightgaunt's choice that is within 30 feet of the nightgaunt and aware of it must succeed on a DC 16 Wisdom saving throw or have disadvantage on all attack rolls and saving throws for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the nightgaunt's Baneful Presence for the next 24 hours.

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