Nightgaunt
Large Aberration, Chaotic EvilAC 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.