A shroud of dark wings cloaks this thin, humanoid shape. Two monstrous red eyes glare malevolently from its narrow face.
Mothman CR 6
XP 2,400
CN Medium monstrous humanoid
Init +8; Senses darkvision 60 ft.; Perception +16
Defense
AC 20, touch 14, flat-footed 16 (+4 Dex, +6 natural)
hp 76 (9d10+27)
Fort +6, Ref +10, Will +10
SR 17
Offense
Speed 30 ft., fly 60 ft. (good)
Melee 2 claw +13 (1d6+1)
Special Attacks mind-warping gaze
Spell-Like Abilities (CL 12th; concentration +16)
Constant—blur
At will—detect thoughts (DC 16), ghost sound (DC 14), misdirection (DC 16)
3/day—greater invisibility, major image (DC 17), modify memory (DC 17), nightmare (DC 19), phantasmal killer (DC 18), shadow walk (DC 20), suggestion (DC 17)
1/day—agent of fate, false vision, mind fog (DC 19), mislead (DC 20), project image (DC 21)
Statistics
Str 12, Dex 19, Con 16, Int 17, Wis 19, Cha 18
Base Atk +9; CMB +13; CMD 24
Feats Agile Maneuvers, Blind-Fight, Flyby Attack, Improved Initiative, Weapon Finesse
Skills Fly +20, Knowledge (any two) +12, Perception +16, Sense Motive +13, Spellcraft +12, Stealth +16
Languages Common, Sylvan, Undercommon (can't speak); telepathy 100 ft.
Ecology
Environment any land
Organization solitary
Treasure standard
Special Abilities
Agent of Fate (Sp) A mothman may recreate the effects of any spell of 5th level or lower once per day as a spell-like ability, 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. Typical uses of this ability include casting major image to coax someone to a portentous location, casting raise dead to return someone with an important fate to life, or using rusting grasp to weaken a structure and cause some necessary calamity.
Mind-Warping Gaze (Su) Fear, 30 feet, Will DC 18 negates. A creature that fails a save against this attack becomes shaken for 1d6 rounds. A creature currently suffering from a fear effect that fails this save instead takes 1d4 points of Wisdom damage. This is a mind-affecting fear effect. The save DC is Charisma-based.
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's obscure plans.
Mothmen stand almost 7 feet tall and weigh 100 pounds.