Mothman

Mothman

Creature 7

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 claw +16 (agile, finesse); Damage 2d8+4 slashing

Occult Innate Spells DC 25, attack +17; 4th 

; 3rd ; 2nd ; Cantrips (4th) 

Agent of Fate (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 

 to coax someone to a portentous location, casting  to deliver an important message to someone the exact moment they need to hear it, or casting  to weaken a structure and cause some necessary calamity.

Focus Gaze (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.