Large aberration, chaotic evil
- Armor Class
- 16
- Hit Points
- 136 (16d10 + 48)
- Speed
- fly 40 ft., 30 ft.
- Challenge
- 8 (3,900 XP)
- Saving Throws
- Dex +8, Wis +6
- Damage Resistances
- lightning; poison; psychic
- Condition Immunities
- blinded; deafened; exhaustion
- Senses
- Blindsight 60 ft., passive Perception 13
- Languages
- understands Deep Speech but can't speak
Traits
The nightgaunt doesn't provoke an Opportunity Attack when it flies out of an enemy's reach.
Actions
The nightgaunt makes two attacks, using Claw or Barb in any combination. It can replace one attack with a use of Ascend.
Melee Attack Roll: +8, reach 5 ft. Hit: 14 (2d8 + 5) Slashing damage plus 10 (3d6) Poison damage. If the target is a Medium or smaller creature, it has the Grappled condition (escape DC 13).
Ranged Attack Roll: +8, range 60 ft. Hit: 21 (6d6) Piercing damage, and the target has the Poisoned condition until the end of its next turn.
The nightgaunt flies upward in a straight line, moving up to its Fly Speed. If the nightgaunt is grappling a creature, it ignores the extra movement cost to carry the creature with it.
Bonus Actions
wis DC 16, one creature Grappled by the nightgaunt. The target has the Incapacitated condition until the start of the nightgaunt's next turn.