Nightgaunt
Large Aberration, lawful evil (CR 10)Armor Class 17 natural armor
Hit Points 142 (15d10+60)
Speed 20 ft., fly 60 ft.
18 (+4)
17 (+3)
18 (+4)
4 (-3)
16 (+3)
16 (+3)
Skills athletics 8, intimidation 7, perception 7, stealth 11
Senses blindsight 120 ft., passive Perception 17
Languages understands Common, Abyssal, and Void Speech, but can't speak
Challenge Rating 10
Actions
Multiattack.
The nightgaunt can use its Baneful Presence. It then makes three attacks: two with its clutching claws and one with its barbed tail. If the nightgaunt is grappling a creature, it can use its barbed tail one additional time.
Clutching Claws.
Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage, and the target is grappled (escape DC 16) if it is a Medium or smaller creature. Until this grapple ends, the target is restrained. The nightgaunt has two claws, each of which can grapple only one target. While using a claw to grapple, the nightgaunt can't use that claw to attack.
Barbed Tail.
Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage plus 10 (3d6) poison damage.
Baneful Presence.
Each creature of the nightgaunt's choice that is within 30 feet of the nightgaunt and aware of it must succeed on a DC 16 Wisdom saving throw or have disadvantage on all attack rolls and saving throws for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the nightgaunt's Baneful Presence for the next 24 hours.
sizeLarge
typeAberration
group
alignmentlawful evil
strength_save8
dexterity_save
constitution_save8
intelligence_save
wisdom_save7
charisma_save7
perception7
damage_vulnerabilities
damage_resistancesbludgeoning, necrotic
damage_immunities
condition_immunitiesblinded, frightened
cr10
reactions
legendary_desc
legendary_actions
special_abilitiesname: Flyby,desc: The nightgaunt doesn't provoke an opportunity attack when it flies out of an enemy's reach.,name: Pack Tactics,desc: The nightgaunt has advantage on attack rolls against a creature if at least one of the nightgaunt's allies is within 5 feet of the creature and the ally isn't incapacitated.,name: Magic Resistance,desc: The nightgaunt has advantage on saving throws against spells and other magical effects.,name: Utterly Silent,desc: The nightgaunt doesn't make a sound and has advantage on Dexterity (Stealth) checks.
spell_list
page_no277
document__license_urlhttp://open5e.com/legal
document__slugcc
document__titleCreature Codex
document__urlhttps://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/
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Creature Codex, page no. 277