Nightgaunt

Large Aberration, Chaotic Evil
RHW

AC 16

HP 136 (16d10 + 48)

Speed 30 ft., fly 40 ft.

STR

17 (+3)

Save +3

DEX

20 (+5)

Save +8

CON

16 (+3)

Save +3

INT

13 (+1)

Save +1

WIS

16 (+3)

Save +6

CHA

10 (+0)

Save +0

Saving Throws DEX +8, WIS +6

Resistances Lightning; Poison; Psychic

Condition Immunities Blinded, Deafened, Exhaustion

Senses Blindsight 60 ft., Passive Perception 13

Languages understands Deep Speech but can't speak

CR 8

Traits

Flyby. The nightgaunt doesn't provoke an Opportunity Attack when it flies out of an enemy's reach.

Actions

Multiattack. The nightgaunt makes two attacks, using Claw or Barb in any combination. It can replace one attack with a use of Ascend.

Claw. 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 13).

Barb. 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.

Ascend. 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

Tickle. wis 16, one creature Grappled by the nightgaunt. Failure: The target has the Incapacitated condition until the start of the nightgaunt's next turn.