(Monster) Lots of Moths

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Atlas Moth Vampire Moth

Tiny beast, unaligned Tiny beast, unaligned

Armor Class 12 (natural armor) Armor Class 14 (natural armor)


Hit Points 1 (1d4 – 1) Hit Points 2 (1d4 + 0)
Speed 5 ft., fly 60 ft. Speed 10 ft., fly 40 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
3 (–4) 13 (+1) 8 (–1) 1 (–5) 9 (-1) 3 (–4) 4 (–3) 16 (+3) 11 (+0) 2 (–4) 8 (–1) 4 (–3)

Skills Perception +1, Stealth +3 Skills Stealth +5


Senses darkvision 120 ft., passive Perception 11 Senses darkvision 60 ft., passive Perception 9
Languages — Languages —
Challenge 0 (0 XP) Challenge 1/8 (25 XP)

Keen Sight. The Atlas moth has advantage on Keen Sight. The Vampire moth has advantage on
Wisdom (perception) checks that rely on sight. Wisdom (perception) checks that rely on sight.

Flyby. The Atlas moth doesn’t provoke opportunity Actions


attacks when it flies out of an enemy’s reach.
Blood Drain. Melee Weapon Attack: +5 to hit, reach
5 ft., one creature. Hit: 5 (1d4 + 3) piercing
damage, and the vampire moth attaches to the
target. While attached, the vampire moth doesn't
attack. Instead, at the start of each of the vampire
moth's turns, the target loses 5 (1d4+3) hit points
due to blood loss.
The vampire moth can detach
itself by spending 5 feet of its movement. It does
so after it drains 10 hit points of blood from the
target or the target dies. A creature, including the
target, can use its action to detach the vampire
moth.

A reskinned stirge, as suggested by u/G3nji_17 and


u/scottydanger22 here.

Yes, they exist and they are that big. Stats taken from the owl.
Picture is the model of a silkworm moth that is often
mistaken as a Venezuelan Poodle Moth:

Moonbeam Moth
Tiny fey, chaotic good

Armor Class 14 (natural armor)


Hit Points 10 (4d4 + 0)
Speed 5 ft., fly 60 ft.

STR DEX CON INT WIS CHA


3 (–4) 15 (+2) 10 (+0) 6 (–2) 13 (+1) 14 (+2)

Skills Perception +3, Stealth +4


Damage Resistances radiant, necrotic
Senses darkvision 120 ft., passive Perception 13
Languages —
Challenge 1/8 (25 XP)

Moonlight Shadow. As a bonus action, the The thing with fiends and shapechangers is that they're
moonbeam moth may start shining with moonlight vulnerable to silvered weapons, and silver is mythically tied
or turn the light off. While alite, the moonbeam to the moon (by the way, so are werewolves). So it made
moth sheds dim light in a 15-foot radius.
Any fiend sense thematically.
or shapechanger that starts its turn within the Feel free to extend the moonbeam's abilities to any
moonbeam moth's light must succeed in a DC 12 creatures sensitive to silver even if they aren't therianthropes
Charisma saving throw or be poisoned until the or devils.
start of its next turn.
Flyby. The moonbeam moth doesn’t provoke
opportunity attacks when it flies out of an enemy’s
reach.
Swarm of Moths
Medium swarm of tiny beasts, unaligned
Keen Sight. The moonbeam moth has advantage on
Wisdom (perception) checks that rely on sight. Armor Class 12 (natural armor)
Hit Points 22 (5d8 + 0)
Actions Speed 5 ft., fly 30 ft.
Moon Beam. Ranged Weapon Attack: +4 to hit,
range 15/30 ft., one creature. Hit: 4 (1d4 + 2) STR DEX CON INT WIS CHA
radiant damage. Creatures with the devil or
shapechanger subtype take 7 (2d4 + 2) radiant 3 (–4) 13 (+1) 10 (+0) 1 (–5) 7 (–2) 1 (–5)
damage instead.
Damage Resistances bludgeoning, piercing, slashing
Moon Burst. The moonbeam moth shines in a flash Condition Immunities charmed, frightened,
of magic light. All creatures within a 5-foot radius paralyzed, petrified, prone, restrained, stunned
must succeed in a DC 12 Charisma saving throw or Senses darkvision 60 ft., passive Perception 8
take 4 (1d4+2) radiant damage. Creatures with the Languages —
devil or shapechanger subtype have disadvantage Challenge 1/4 (50 XP)
on this saving throw.
Swarm. The swarm of moths can occupy another
creature’s space and vice versa, and the swarm can
move through any opening large enough for a Tiny
moth. The swarm can’t regain hit points or gain
temporary hit points.

Actions
Distracting Wings. Every creature in the swarm's
space provokes an opportunity attack.
Creeper Moth Monarch Moth
Small undead, neutral Large beast, unaligned

Armor Class 13 (natural armor) Armor Class 13 (natural armor)


Hit Points 10 (4d6 – 4) Hit Points 52 (8d10 + 8)
Speed 5 ft., fly 50 ft. Speed 10 ft., fly 40 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
6 (–2) 13 (+1) 8 (–1) 2 (–4) 9 (–1) 2 (–4) 11 (+0) 15 (+2) 12 (+1) 1 (–5) 9 (–1) 10 (+0)

Skills Perception +1, Stealth +3 Skills Stealth +4


Damage Immunities poison Damage Resistances poison
Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 9
Senses darkvision 60 ft., passive Perception 11 Languages —
Languages — Challenge 1/2 (100 XP)
Challenge 1/2 (100 XP)
Keen Sight. The monarch moth has advantage on
Dread Touch. A creature that touches the creeper Wisdom (perception) checks that rely on sight.
moth or hits it with a melee attack while within 5
feet of it takes 2 (1d4) necrotic damage. Poison Dust. The monarch moth constantly sheds
poisonous scales from its wings, in a 10-foot radius
Keen Sight. The creeper moth has advantage on cloud. Any creature that enters the area for the first
Wisdom (perception) checks that rely on sight. time in a turn or starts its turn there must succeed
on a DC 11 Constitution saving throw or take 1d4
Undead Fortitude. If damage reduces the creeper poison damage. Other monarch moths are
moth to 0 hit points, it must make a Constitution unaffected.
saving throw with a DC of 5 + the damage taken,
unless the damage is radiant or from a critical hit. Actions
On a success, the creeper moth drops to 1 hit
point instead. Slam. Melee Weapon Attack: +4 to hit, reach 5 ft.,
one creature. Hit: 9 (2d6 + 2) bludgeoning damage.
Actions If the target is a creature, it must succeed on a DC
11 Strength saving throw or be knocked prone.
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft.,
one creature. Hit: 2 (1d1 + 1) piercing damage,
plus 5 (2d4) necrotic damage.
While sometimes encountered alone, dread moths are
more often than not found in large nests containing several
Dread Moth dozen individuals. A single nest can be as large as a small
Small fiend, neutral evil castle and house nearly a hundred dread moths, lead by a
single queen. Their motives are unclear; although they have
Armor Class 14 (natural armor) no established society as far as scholars can tell, dread moths
Hit Points 24 (7d6 + 0) have a habit of dissecting their dead prey, sometimes
Speed 10 ft., fly 30 ft. examining the body for hours before disposing of it. It is
believed by some that the moths somehow learn the anatomy
STR DEX CON INT WIS CHA of their foes through this procedure, although most find the
idea laughable.
6 (–2) 14 (+2) 10 (+0) 6 (–2) 10 (+0) 13 (+1) A typical dread moth has a wing span of 3 to 4 feet,
although its small, segmented body is only about 1 foot long,
Skills Athletics +0, Stealth +4 and it weighs about 10 pounds. They cannot speak.
Damage Resistances acid, bludgeoning, piercing and Original by Dracomortis.
slashing from nonmagical weapons that aren't
silvered
Senses darkvision 60 ft., passive Perception 10
Languages — Dread Moth Queen
Challenge 1 (200 XP) Medium fiend, neutral evil

Disturbing Appearance. Despite its moth-like Armor Class 14 (natural armor)


appearance, a dread moth is disturbing to behold. Hit Points 58 (9d10 + 9)
Any creature that starts its turn within 30 feet of Speed 10 ft., fly 30 ft.
the dread moth must succeed on a DC 11 Wisdom
saving throw or be frightened until the start of its
next turn. On a successful saving throw, the STR DEX CON INT WIS CHA
creature is immune to the dread moth's Disturbing 9 (–1) 14 (+2) 12 (+1) 7 (–2) 11 (+0) 14 (+2)
Appearance for 24 hours.
Skills Athletics +1, Stealth +4
Actions Damage Resistances acid, bludgeoning, piercing and
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., slashing from nonmagical weapons that aren't
one creature. Hit: 7 (2d4 + 2) piercing damage, silvered
plus 3 (1d6) acid damage, and the dread moth uses Senses darkvision 60 ft., passive Perception 10
its powerful mandibles to attach to the target. Languages —
While attached, the dread moth doesn't attack. Challenge 3 (700 XP)
Instead, at the start of each of the dread moth's
turns, the target takes the moth's bite damage.
The Disturbing Appearance. Despite its moth-like
dread moth can detach itself by spending 5 feet of appearance, a dread moth queen is disturbing to
its movement. A creature, including the target, can behold. Any creature that starts its turn within 30
use its action to try to detach the dread moth as if feet of the dread moth queen must succeed on a
trying to break a grapple (escape DC 10). DC 12 Wisdom saving throw or be frightened until
the start of its next turn. On a successful saving
throw, the creature is immune to the dread moth
queen's Disturbing Appearance for 24 hours.
This oversized grey moth has two feathery antennae that
twitch as if agitated. With surprising speed, it drops down Actions
from the air.
It is an understatement to say that dread moths are terrible Bite. Melee Weapon Attack: +4 to hit, reach 5 ft.,
to behold. They appear as a dark grey moth the size of an one creature. Hit: 11 (2d8 + 2) piercing damage,
eagle. Their sickening bodies are covered with short hair plus 4 (1d8) acid damage, and a Large or smaller
reminiscent of mold. Instead of trunks they have large target is grappled (escape DC 11). Until this
mandibles that constantly tap together, producing a distinct, grapple ends, at the start of each of the dread
moth's turns, the target takes the moth's bite
eerie chittering sound. The origin of dread moths is unclear. damage.
Many claim they come from Hades, but the creatures have
become such a widespread nuisance amongst the planes that
it is impossible to tell.
Imperator Giant Moth
Gargantuan beast, unaligned

Armor Class 15 (natural armor)


Hit Points 248 (16d20 + 80)
Speed 20 ft., fly 120 ft.

STR DEX CON INT WIS CHA


28 (+9) 10 (+0) 20 (+5) 1 (–5) 10 (+0) 7 (–2)

Saving Throws Dex +4, Con +9, Wis +4, Cha +2


Skills Perception +4, Stealth +4
Damage Vulnerabilities fire
Senses darkvision 120 ft., passive Perception 14
Languages —
Challenge 11 (7200 XP)

Keen Sight. The imperator giant moth has advantage


on Wisdom (perception) checks that rely on sight.

Actions
Multiattack. The imperator giant moth makes two
attacks: one with its trunk and other by stomping.
Trunk. Melee Weapon Attack: +13 to hit, reach 15
ft., one creature. Hit: 27 (4d8 + 9) bludgeoning
damage.
Stomp. Melee Weapon Attack: +13 to hit, reach 5
ft., one creature. Hit: 23 (4d6 + 9) bludgeoning
damage, and the target is grappled (escape DC 19).
Until this grapple ends, the imperator giant moth
can't use its stomp on another target.

Sometimes jokingly called the behe-moth. (Ba-dum tss)


A reskinned Roc, essentially. Artwork is some concept art
for Dragon Age 3, with a moth's picture pasted on.
I must say I love the idea of having a creature the size of a
small village being proficient in Stealth. Just imagine you're
standing with a torch and an imperator moth sneaks up and
lands right behind you. You see everybody else going pale and
ask "what?". Then you turn back.

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