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.

Mothman