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___ >## Atlas Moth >*Tiny beast, unaligned* >___ >- **Armor Class** 12 (natural armor) >- **Hit Points** 1 (1d4 – 1) >- **Speed** 5 ft., fly 60 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|3 (–4)|13 (+1)|8 (–1)|1 (–5)|9 (-1)|3 (–4)| >___ >- **Skills** Perception +1, Stealth +3 >- **Senses** darkvision 120 ft., passive Perception 11 >- **Languages** — >- **Challenge** 0 (0 XP) >___ >***Keen Sight.*** The Atlas moth has advantage on Wisdom (perception) checks that rely on sight. > >***Flyby.*** The Atlas moth doesn’t provoke opportunity attacks when it flies out of an enemy’s reach.
Yes, they exist and they are *that* big. Stats taken from the owl. \columnbreak ___ >## Vampire Moth >*Tiny beast, unaligned* >___ >- **Armor Class** 14 (natural armor) >- **Hit Points** 2 (1d4 + 0) >- **Speed** 10 ft., fly 40 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|4 (–3)|16 (+3)|11 (+0)|2 (–4)|8 (–1)|4 (–3)| >___ >- **Skills** Stealth +5 >- **Senses** darkvision 60 ft., passive Perception 9 >- **Languages** — >- **Challenge** 1/8 (25 XP) >___ >***Keen Sight.*** The Vampire moth has advantage on Wisdom (perception) checks that rely on sight. > >### Actions >***Blood Drain.*** *Melee Weapon Attack:* +5 to hit, reach 5 ft., one creature. *Hit:* 5 (1d4 + 3) piercing damage, and the vampire moth attaches to the target. While attached, the vampire moth doesn't attack. Instead, at the start of each of the vampire moth's turns, the target loses 5 (1d4+3) hit points due to blood loss. >The vampire moth can detach itself by spending 5 feet of its movement. It does so after it drains 10 hit points of blood from the target or the target dies. A creature, including the target, can use its action to detach the vampire moth. A reskinned stirge, [as suggested by u/G3nji_17 and u/scottydanger22 here](https://www.reddit.com/r/dndnext/comments/50vs7w/has_anyone_created_a_homebrew_moth_for_5e_of_some/). \pagebreakNum ___ >## Moonbeam Moth >*Tiny fey, chaotic good* >___ >- **Armor Class** 14 (natural armor) >- **Hit Points** 10 (4d4 + 0) >- **Speed** 5 ft., fly 60 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|3 (–4)|15 (+2)|10 (+0)|6 (–2)|13 (+1)|14 (+2)| >___ >- **Skills** Perception +3, Stealth +4 >- **Damage Resistances** radiant, necrotic >- **Senses** darkvision 120 ft., passive Perception 13 >- **Languages** — >- **Challenge** 1/8 (25 XP) >___ >***[Moonlight Shadow](https://youtu.be/JjCre83iPjE).*** As a bonus action, the moonbeam moth may start shining with moonlight or turn the light off. While alite, the moonbeam moth sheds dim light in a 15-foot radius. >Any fiend or shapechanger that starts its turn within the moonbeam moth's light must succeed in a DC 12 Charisma saving throw or be poisoned until the start of its next turn. > >***Flyby.*** The moonbeam moth doesn’t provoke opportunity attacks when it flies out of an enemy’s reach. > >***Keen Sight.*** The moonbeam moth has advantage on Wisdom (perception) checks that rely on sight. > >### Actions >***Moon Beam.*** *Ranged Weapon Attack:* +4 to hit, range 15/30 ft., one creature. *Hit:* 4 (1d4 + 2) radiant damage. Creatures with the devil or shapechanger subtype take 7 (2d4 + 2) radiant damage instead. > >***Moon Burst.*** The moonbeam moth shines in a flash of magic light. All creatures within a 5-foot radius must succeed in a DC 12 Charisma saving throw or take 4 (1d4+2) radiant damage. Creatures with the devil or shapechanger subtype have disadvantage on this saving throw. Picture is the model of a silkworm moth that is often mistaken as a Venezuelan Poodle Moth:
The thing with fiends and shapechangers is that they're vulnerable to silvered weapons, and silver is mythically tied to the moon (by the way, so are werewolves). So it made sense thematically. Feel free to extend the moonbeam's abilities to any creatures sensitive to silver even if they aren't therianthropes or devils. ___ >## Swarm of Moths >*Medium swarm of tiny beasts, unaligned* >___ >- **Armor Class** 12 (natural armor) >- **Hit Points** 22 (5d8 + 0) >- **Speed** 5 ft., fly 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|3 (–4)|13 (+1)|10 (+0)|1 (–5)|7 (–2)|1 (–5)| >___ >- **Damage Resistances** bludgeoning, piercing, slashing >- **Condition Immunities** charmed, frightened, paralyzed, petrified, prone, restrained, stunned >- **Senses** darkvision 60 ft., passive Perception 8 >- **Languages** — >- **Challenge** 1/4 (50 XP) >___ >***Swarm.*** The swarm of moths can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Tiny moth. The swarm can’t regain hit points or gain temporary hit points. > >### Actions >***Distracting Wings.*** Every creature in the swarm's space provokes an opportunity attack. \pagebreakNum ___ >## Creeper Moth >*Small undead, neutral* >___ >- **Armor Class** 13 (natural armor) >- **Hit Points** 10 (4d6 – 4) >- **Speed** 5 ft., fly 50 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|6 (–2)|13 (+1)|8 (–1)|2 (–4)|9 (–1)|2 (–4)| >___ >- **Skills** Perception +1, Stealth +3 >- **Damage Immunities** poison >- **Condition Immunities** poisoned >- **Senses** darkvision 60 ft., passive Perception 11 >- **Languages** — >- **Challenge** 1/2 (100 XP) >___ >***Dread Touch.*** A creature that touches the creeper moth or hits it with a melee attack while within 5 feet of it takes 2 (1d4) necrotic damage. > >***Keen Sight.*** The creeper moth has advantage on Wisdom (perception) checks that rely on sight. > >***Undead Fortitude.*** If damage reduces the creeper moth to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the creeper moth drops to 1 hit point instead. > >### Actions >***Bite.*** *Melee Weapon Attack:* +3 to hit, reach 5 ft., one creature. *Hit:* 2 (1d1 + 1) piercing damage, plus 5 (2d4) necrotic damage. \columnbreak ___ >## Monarch Moth >*Large beast, unaligned* >___ >- **Armor Class** 13 (natural armor) >- **Hit Points** 52 (8d10 + 8) >- **Speed** 10 ft., fly 40 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|11 (+0)|15 (+2)|12 (+1)|1 (–5)|9 (–1)|10 (+0)| >___ >- **Skills** Stealth +4 >- **Damage Resistances** poison >- **Senses** darkvision 60 ft., passive Perception 9 >- **Languages** — >- **Challenge** 1/2 (100 XP) >___ >***Keen Sight.*** The monarch moth has advantage on Wisdom (perception) checks that rely on sight. > >***Poison Dust.*** The monarch moth constantly sheds poisonous scales from its wings, in a 10-foot radius cloud. Any creature that enters the area for the first time in a turn or starts its turn there must succeed on a DC 11 Constitution saving throw or take 1d4 poison damage. Other monarch moths are unaffected. > >### Actions >***Slam.*** *Melee Weapon Attack:* +4 to hit, reach 5 ft., one creature. *Hit:* 9 (2d6 + 2) bludgeoning damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone. \pagebreakNum ___ >## Dread Moth >*Small fiend, neutral evil* >___ >- **Armor Class** 14 (natural armor) >- **Hit Points** 24 (7d6 + 0) >- **Speed** 10 ft., fly 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|6 (–2)|14 (+2)|10 (+0)|6 (–2)|10 (+0)|13 (+1)| >___ >- **Skills** Athletics +0, Stealth +4 >- **Damage Resistances** acid, bludgeoning, piercing and slashing from nonmagical weapons that aren't silvered >- **Senses** darkvision 60 ft., passive Perception 10 >- **Languages** — >- **Challenge** 1 (200 XP) >___ >***Disturbing Appearance.*** Despite its moth-like appearance, a dread moth is disturbing to behold. Any creature that starts its turn within 30 feet of the dread moth must succeed on a DC 11 Wisdom saving throw or be frightened until the start of its next turn. On a successful saving throw, the creature is immune to the dread moth's Disturbing Appearance for 24 hours. > >### Actions >***Bite.*** *Melee Weapon Attack:* +4 to hit, reach 5 ft., one creature. *Hit:* 7 (2d4 + 2) piercing damage, plus 3 (1d6) acid damage, and the dread moth uses its powerful mandibles to attach to the target. While attached, the dread moth doesn't attack. Instead, at the start of each of the dread moth's turns, the target takes the moth's bite damage. >The dread moth can detach itself by spending 5 feet of its movement. A creature, including the target, can use its action to try to detach the dread moth as if trying to break a grapple (escape DC 10). *This oversized grey moth has two feathery antennae that twitch as if agitated. With surprising speed, it drops down from the air.* It is an understatement to say that dread moths are terrible to behold. They appear as a dark grey moth the size of an eagle. Their sickening bodies are covered with short hair reminiscent of mold. Instead of trunks they have large mandibles that constantly tap together, producing a distinct, eerie chittering sound. The origin of dread moths is unclear. Many claim they come from Hades, but the creatures have become such a widespread nuisance amongst the planes that it is impossible to tell. While sometimes encountered alone, dread moths are more often than not found in large nests containing several dozen individuals. A single nest can be as large as a small castle and house nearly a hundred dread moths, lead by a single queen. Their motives are unclear; although they have no established society as far as scholars can tell, dread moths have a habit of dissecting their dead prey, sometimes examining the body for hours before disposing of it. It is believed by some that the moths somehow learn the anatomy of their foes through this procedure, although most find the idea laughable. A typical dread moth has a wing span of 3 to 4 feet, although its small, segmented body is only about 1 foot long, and it weighs about 10 pounds. They cannot speak.
Original by Dracomortis
. ___ >## Dread Moth Queen >*Medium fiend, neutral evil* >___ >- **Armor Class** 14 (natural armor) >- **Hit Points** 58 (9d10 + 9) >- **Speed** 10 ft., fly 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|9 (–1)|14 (+2)|12 (+1)|7 (–2)|11 (+0)|14 (+2)| >___ >- **Skills** Athletics +1, Stealth +4 >- **Damage Resistances** acid, bludgeoning, piercing and slashing from nonmagical weapons that aren't silvered >- **Senses** darkvision 60 ft., passive Perception 10 >- **Languages** — >- **Challenge** 3 (700 XP) >___ >***Disturbing Appearance.*** Despite its moth-like appearance, a dread moth queen is disturbing to behold. Any creature that starts its turn within 30 feet of the dread moth queen must succeed on a DC 12 Wisdom saving throw or be frightened until the start of its next turn. On a successful saving throw, the creature is immune to the dread moth queen's Disturbing Appearance for 24 hours. > >### Actions >***Bite.*** *Melee Weapon Attack:* +4 to hit, reach 5 ft., one creature. *Hit:* 11 (2d8 + 2) piercing damage, plus 4 (1d8) acid damage, and a Large or smaller target is grappled (escape DC 11). Until this grapple ends, at the start of each of the dread moth's turns, the target takes the moth's bite damage. > > \pagebreakNum ___ >## Imperator Giant Moth >*Gargantuan beast, unaligned* >___ >- **Armor Class** 15 (natural armor) >- **Hit Points** 248 (16d20 + 80) >- **Speed** 20 ft., fly 120 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|28 (+9)|10 (+0)|20 (+5)|1 (–5)|10 (+0)|7 (–2)| >___ >- **Saving Throws** Dex +4, Con +9, Wis +4, Cha +2 >- **Skills** Perception +4, Stealth +4 >- **Damage Vulnerabilities** fire >- **Senses** darkvision 120 ft., passive Perception 14 >- **Languages** — >- **Challenge** 11 (7200 XP) >___ >***Keen Sight.*** The imperator giant moth has advantage on Wisdom (perception) checks that rely on sight. > >### Actions >***Multiattack.*** The imperator giant moth makes two attacks: one with its trunk and other by stomping. > >***Trunk.*** *Melee Weapon Attack:* +13 to hit, reach 15 ft., one creature. *Hit:* 27 (4d8 + 9) bludgeoning damage. > >***Stomp.*** *Melee Weapon Attack:* +13 to hit, reach 5 ft., one creature. *Hit:* 23 (4d6 + 9) bludgeoning damage, and the target is grappled (escape DC 19). Until this grapple ends, the imperator giant moth can't use its stomp on another target. \columnbreak
Sometimes jokingly called the *behe-moth*. ([Ba-dum tss](https://youtu.be/VDAlblogUmY)) A reskinned Roc, essentially. Artwork is some concept art for Dragon Age 3, with a moth's picture pasted on. I must say I love the idea of having a creature the size of a small village being proficient in Stealth. Just imagine you're standing with a torch and an imperator moth sneaks up and lands right behind you. You see everybody else going pale and ask "what?". Then you turn back.