---
title: "Mothman"
obsidianUIMode: preview
noteType: pf2eMonster
cssClasses: pf2e
aliases: "Actor.Jc4lYdulAnC7kmlb" 
tags:
  - pf2e/creature/type/aberration
  - pf2e/creature/type/chaotic
  - pf2eMonster
  - pf2e/creature/level/7
statblock: inline
name: "Mothman"
level: 7
license: OGL
---

```statblock
columns: 2
forcecolumns: true
layout: Basic Pathfinder 2e Layout
source: "Pathfinder Bestiary 3"
name: "Mothman"
level: "Creature 7"
rare_03: [[Rare]]
alignment: ""
size: "Medium"
trait_01: [[aberration]]
trait_02: [[chaotic]]
modifier: 15
perception:
  - name: "Perception"
    desc: "+15; Darkvision"
languages: "Aklo, Common, Fey, Sakvroth; (can&#x27;t speak any language), telepathy 100 feet"
skills:
  - name: "Skills"
    desc: "Acrobatics: +16, Nature: +13, Occultism: +15, Society: +13, Stealth: +16"
abilityMods: [2, 5, 4, 2, 4, 5]
speed: 25 feet,  fly 50 feet
sourcebook: "_Pathfinder Bestiary 3_"
ac: 26
armorclass:
  - name: AC
    desc: "26; __Fort__ +13, __Ref__ +18, __Will__ +15"
hp: 90
health:
  - name: ""
  - name: HP
    desc: "90"
abilities_top:
  - name: ""

  - name: "[[Bestiary Ability Glossary/Telepathy|Telepathy 100 feet]]"
    desc: " (aura,magical) A monster with telepathy can communicate mentally with any creatures within the listed radius, as long as they share a language. This doesn't give any special access to their thoughts, and communicates no more information than normal speech would."

abilities_mid:
  - name: ""
  - name: "Portentous Gaze"
    desc: " (aura,emotion,fear,mental,occult,visual) 30 feet. When a creature ends its turn in the aura, it must attempt a DC 25 Will check save. A creature that fails is [[Conditions/Frightened|Frightened 1]] (or [[Conditions/Frightened|Frightened 2]] on a critical failure)\n\nThe mothman can deactivate or activate this aura with a single action, which has the concentrate trait."

attacks:
  - name: ""

  - name: "**Melee** `pf2:1` Claw"
    desc: "+16 (agile, finesse)\n__Damage__  2d8 + 4 slashing"

  - name: "Occult Innate Spells"
    desc: "DC 25, attack +17; __4th __  _[[Spells/Invisibility|Invisibility]]_, _[[Spells/Rewrite Memory|Modify Memory]]_, _[[Spells/Nightmare|Nightmare]]_, _[[Spells/Phantasmal Killer|Phantasmal Killer]]_, _[[Spells/Suggestion|Suggestion]]_; __3rd __  _[[Spells/Illusory Creature|Illusory Creature]]_, _[[Spells/Mind Reading|Mind Reading]]_; __2nd __  _[[Spells/Illusory Object|Illusory Object]]_, _[[Compendium.pf2e.spells-srd.Item.c2bTWBNO1BYX4Zfg|Misdirection]]_\n__Cantrips__  __(4th)__ _[[Spells/Daze|Daze]]_, _[[Spells/Ghost Sound|Ghost Sound]]_, _[[Spells/Read Aura|Read Aura]]_"

  - name: "Agent of Fate"
    desc: "`pf2:3` (primal) **Frequency** once per day\n* * *\n\n**Effect** The mothman casts any spell of 5th level or lower that normally takes 2 or fewer actions to cast, whether they have those spells in their innate spells or not.\n\nThey can use this ability only if doing so steers the flow of fate in its proper course toward a disaster or otherwise significantly memorable event.\n\nWhat the proper flow of fate entails is determined by the GM, but some examples include casting [[Spells/Illusory Scene|Illusory Scene]] to coax someone to a portentous location, casting [[Spells/Sending|Sending]] to deliver an important message to someone the exact moment they need to hear it, or casting [[Spells/Rusting Grasp|Rusting Grasp]] to weaken a structure and cause some necessary calamity."

  - name: "Focus Gaze"
    desc: "`pf2:1` (concentrate,emotion,fear,mental,occult,visual) The mothman fixes their glare at a creature they can see within 30 feet. The target must immediately attempt a Will save against the mothman's portentous gaze.\n\nIf the creature is already frightened when it attempts this save, on a failure it becomes [[Conditions/Stupefied|Stupefied 1]] for 24 hours in addition to the frightened effect.\n\nAfter attempting its save, the creature is then temporarily immune for 1 minute."
 
```

```encounter-table
name: Mothman
creatures:
  - 1: Mothman
```



Little is known of the strange creatures known as mothmen, save that when they make themselves known, calamity is sure to follow. The mothman sees themself as an agent of fate-provided such fate is devastating and destructive. Often, those who encounter a mothman never recall the meeting, yet live on to unknowingly pursue and enable the creature's obscure plans.

The name "mothmen" is, of course, not these creatures' own name for themselves, but an appellation granted by the fearful who glimpse them and tell harrowing tales of their sightings. They each keep their own names, or a collection for use in different situations, yet have no need for a collective word for their kind.
