Mothman
Level 10 Solo Monstruosity
M250
Cursed Presence.
If the heroes start the round seeing Mothman, they are Dazed for 1 round. Also they gain the Cursed effect for 1 round
ACTIONS: After each hero’s turn, choose one:
- •Giving Bad Luck.
Move 8, attack for 2d12+5 piercing damage, the target must succeed on a DC 15 WILL save or be Cursed for 1 round and have disadvantage on the next attack roll
- •Induce Disaster.
On a Cursed target, attack for 2d20+10 psychic damage (Range 12).
BLOODIED:
At 120 HP, Mothman can select one cursed target and become invisible for it.
LAST STAND:
Mothman is dying! 60 more damage and he dies. Until then, Mothman will start flying and will try to escape in 3 more rounds.