Lunar Moth

by Illiana

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Lunar Moth

Tiny fey, unaligned


  • Armor Class 12
  • Hit Points 17 (5d4+5)
  • Speed 10 ft. fly 30 ft.

STR DEX CON INT WIS CHA
4 (-3) 15 (+2) 12 (+1) 2 (-4) 12 (+1) 11 (+0)

  • Senses darkvision 60 ft., passive Perception 11
  • Challenge 1/4 (50 XP)

Dream Dust. Creatures within 5 feet of the lunar moth at the start of their turn must make a DC 10 Constitution saving throw or become drowsy, losing 10 feet of their movement speed for 1 minute or until they use an action to rouse themselves. If the saving throw fails by 5 or more, the target is also unconscious until the sleeper takes damage or until someone uses an action to wake them, upon which time their movement speed is also restored.

Actions

Dream Eater. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage. Unconscious creatures take an additional 2 (1d4) psychic damage.


Art Credit

Kitsune-aka-Cettie - https://www.deviantart.com/kitsune-aka-cettie

Lunar Moth

Fluttering about moonlit evenings, these pale insects are sometimes found in deep woods feeding upon the ambient energy given off by dreams of magical beasts. While trekking about in older forests, one should take care that they do not camp near or disturb a nest of these entities.

Beneficial Bugs. The origins of these dangerously adorable creatures are mysterious, but studies into their past have suggested that they were first created and kept by eladrin archmages in order to ward off poor memories while they rested. Now that they have flourished in the wilds, they can even be seen as ridden by sprites into their tiny battles.


Swarm of Lunar Moths

Swarm of tiny fey, unaligned


  • Armor Class 13
  • Hit Points 35 (10d4+10)
  • Speed 10 ft. fly 30 ft.

STR DEX CON INT WIS CHA
7 (-2) 17 (+3) 12 (+1) 2 (-4) 12 (+1) 12 (+1)

  • Damage Resistances bludgeoning, piercing, and slashing
  • Condition Immunities charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned
  • Senses darkvision 60 ft., passive Perception 11
  • Challenge 2 (450 XP)

Dream Dust. Creatures within 5 feet of the swarm's space at the start of their turn must make a DC 11 Constitution saving throw or become drowsy, losing 10 feet of their movement speed for 1 minute or until they use an action to rouse themselves. If the saving throw fails by 5 or more, the target is also unconscious until the sleeper takes damage or until someone uses an action to wake them, upon which time their movement speed is also restored.

Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny insect. The swarm can't regain hit points or gain temporary hit points.

Actions

Dream Eater (swarm has more than half HP). Melee Weapon Attack: +5 to hit, reach 0 ft., one creature in the swarm's space. Hit: 13 (3d6 + 3) piercing damage. Unconscious creatures take an additional 2 (1d4) psychic damage.

Dream Eater (swarm has less than half HP). Melee Weapon Attack: +5 to hit, reach 0 ft., one creature in the swarm's space. Hit: 6 (1d6 + 3) piercing damage. Unconscious creatures take an additional 2 (1d4) psychic damage.

 

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