Large aberration, Chaotic Evil
| Armor Class | 16 |
|---|---|
| Hit Points | 136 (16d10 + 48) |
| Speed | 30 ft., fly 40 ft. |
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 17 (+3) | 20 (+5) | 16 (+3) | 13 (+1) | 16 (+3) | 10 (+0) |
| Saving Throws | Dex +8, Wis +6 |
|---|---|
| Skills | — |
| Damage Vulnerabilities | — |
| Damage Resistances | lightning; poison; psychic |
| Damage Immunities | — |
| Condition Immunities | blinded; deafened; exhaustion |
| Senses | Blindsight 60 ft., passive Perception 13 |
| Languages | understands Deep Speech but can't speak |
| Challenge | 8 |
The nightgaunt doesn't provoke an Opportunity Attack when it flies out of an enemy's reach.
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.