Nightgaunt (3.5e Creature)

From D&D Wiki

Jump to: navigation, search
Size/Type: Medium Aberration
Hit Dice: 15d8+19 (82 hp)
Initiative: +4
Speed: 50ft. Fly, 20ft. Land
Armor Class: 20 (+4 Dex, +6 natural), touch 14, flat-footed 16
Base Attack/Grapple: +14/+19
Attack: Claw +19 melee +18 ranged
Full Attack: Claw 2d10+5, Gore 1d12+3, Sting 1d8+Poison
Space/Reach: 5ft/0ft
Special Attacks: Poison, Rake 2d12+5, Dust Cloud
Special Qualities: Poison Sting, Darkvision 60ft, Tremorsense 60ft, Hover, Blindsight 30ft.
Saves: Fort +6, Ref +9, Will +10
Abilities: Str 20, Dex 18, Con 13, Int 15, Wis 13, Cha 8
Skills: Climb +13, Disguise +9, Escape Artist +19, Heal +13, Hide +16, Jump +10, Move Silently +14, Sleight of Hand +4, Survival +11, Tumble +12
Feats: Flyby Attack, Barbed Stinger, Dust Cloud, Hover
Environment: Any Underground, Temperate Forests
Organization: Solitary (1), Pair (2)
Challenge Rating: 8
Treasure: Standard
Alignment: Chaotic Evil
Advancement: -
Level Adjustment: N/A


Out of what crypt they crawl, I cannot tell, But every night I see the rubbery things, Black, horned, and slender, with membraneous wings, And tails that bear the bifid barb of hell. They come in legions on the north wind's swell, With obscene clutch that titillates and stings, Snatching me off on monstrous voyagings To grey worlds hidden deep in nightmare's well... ~H.P. Lovecraft

Nightgaunts are completely black creatures with smooth skin. With a mostly humanoid shape, their skin is the texture of smooth rubber. They stand at least seven feet tall, with expansive bat-like wings and a strong tail ending in one or more deadly barbs. These barbs seem to leek with a green translucent liquid. It's face has no features, and is instead a great rubbery sheet. The skull is atopped with two recurved horns. Their humanoid hands end in five, four inch long black claws that can be used for raking and tearing at enemies and prey.

Combat[edit]

Poison: The Nightgaunt has a poisoned barb on the end of their tail, that on a successful melee attack with the bard deals 1d6 Str damage. This poison can be resisted by a DC 18 Fortitude roll.

Dust Cloud: As an attack action, the Nightgaunt can sweep a limb across the ground and create a dust cloud. This hemispherical cloud has a radius in feet equal to 20 + the Nightgaunt's Hit Dice (35 ft Radius). Creating the cloud has a 50% chance to snuff unprotected flames (candles, torches, small campfires) of non-magical origin in the area. The cloud obscures vision, and creatures caught within are blinded while inside and for 1 round after emerging. Any creature caught in the cloud must succeed on a Concentration check (DC 10 + 1/2 your Hit Dice + your Str modifier) to cast a spell. The cloud lasts a number of rounds equal to 1 + your Dexterity modifier.



Back to Main Page3.5e HomebrewCreaturesCR 8

Home of user-generated,
homebrew pages!


Advertisements: