モスマン Mothman
Little is known of the strange creatures known as mothmen, save that when they make themselves known, calamity is sure to follow. The mothman sees themself as an agent of fate—provided such fate is devastating and destructive. Often, those who encounter a mothman never recall the meeting, yet live on to unknowingly pursue and enable the creature's obscure plans.
The name “mothmen” is, of course, not these creatures' own name for themselves, but an appellation granted by the fearful who glimpse them and tell harrowing tales of their sightings. They each keep their own names, or a collection for use in different situations, yet have no need for a collective word for their kind.
“知識の想起”――異形(〈伝承学〉) : DC 28
一般的な知識 : DC 26
専門知識 : DC 23
The name “mothmen” is, of course, not these creatures' own name for themselves, but an appellation granted by the fearful who glimpse them and tell harrowing tales of their sightings. They each keep their own names, or a collection for use in different situations, yet have no need for a collective word for their kind.
“知識の想起”――異形(〈伝承学〉) : DC 28
一般的な知識 : DC 26
専門知識 : DC 23
モスマン Mothman クリーチャー7
レア CN 中型 異形
出典 Bestiary 3 179ページ
知覚+15;暗視
言語 アクロ語、共通語、森語、地下共通語;(いかなる言語も話せない);テレパシー100フィート
技能 〈隠密〉+16、〈軽業〉+16、〈自然〉+13、〈社会〉+13、〈伝承学〉+15
【筋】+2、【敏】+5、【耐】+4、【知】+2、【判】+4、【魅】+5
知覚+15;暗視
言語 アクロ語、共通語、森語、地下共通語;(いかなる言語も話せない);テレパシー100フィート
技能 〈隠密〉+16、〈軽業〉+16、〈自然〉+13、〈社会〉+13、〈伝承学〉+15
【筋】+2、【敏】+5、【耐】+4、【知】+2、【判】+4、【魅】+5
AC 26;頑健+13、反応+18、意志+15
HP 90
Portentous Gaze/Portentous Gaze (オーラ、感情、心術、恐怖、精神、伝承、視覚) 30フィート. When a creature ends its turn in the aura、it must attempt a DC 25 Will save. A creature that fails is frightened 1(or frightened 2 on a critical failure) The mothman can deactivate or activate this aura with a single action、which has the concentrate trait.
HP 90
Portentous Gaze/Portentous Gaze (オーラ、感情、心術、恐怖、精神、伝承、視覚) 30フィート. When a creature ends its turn in the aura、it must attempt a DC 25 Will save. A creature that fails is frightened 1(or frightened 2 on a critical failure) The mothman can deactivate or activate this aura with a single action、which has the concentrate trait.
移動速度 25フィート、飛行50フィート
近接 [one-action] 爪 +16[+12/+8](機敏、巧技)、ダメージ 2d8+4[斬撃]
伝承生得呪文 DC 25、攻撃+17;4レベル インヴィジビリティ、サジェスチョン、ナイトメア、ファンタズマル・キラー、モディファイ・メモリー;3レベル イリューソリイ・クリーチャー、マインド・リーディング;2レベル イリューソリイ・オブジェクト、ミスディレクション;キャントリップ (4レベル) ゴースト・サウンド、デイズ、リード・オーラ
Agent of Fate/Agent of Fate [three-actions] (始原) 頻度 1日に1回; 効果 The mothman casts any spell of 5th level or lower that normally takes 2 or fewer actions to cast, whether they have those spells in their innate spells or not. They can use this ability only if doing so steers the flow of fate in its proper course toward a disaster or otherwise significantly memorable event. What the proper flow of fate entails is determined by the GM, but some examples include casting illusory sceneto coax someone to a portentous location, casting sendingto deliver an important message to someone the exact moment they need to hear it, or casting rusting grasp to weaken a structure and cause some necessary calamity.
Focus Gaze/Focus Gaze [one-action] (精神集中、感情、心術、恐怖、精神、伝承、視覚) The mothman fixes their glare at a creature they can see within 30フィート. The target must immediately attempt a Will save against the mothman's portentous gaze. If the creature is already frightenedwhen it attempts this save, on a failure it becomes stupefied 1 for 24 hours in addition to the frightened effect. After attempting its save, the creature is then temporarily immune for 1 minute.
近接 [one-action] 爪 +16[+12/+8](機敏、巧技)、ダメージ 2d8+4[斬撃]
伝承生得呪文 DC 25、攻撃+17;4レベル インヴィジビリティ、サジェスチョン、ナイトメア、ファンタズマル・キラー、モディファイ・メモリー;3レベル イリューソリイ・クリーチャー、マインド・リーディング;2レベル イリューソリイ・オブジェクト、ミスディレクション;キャントリップ (4レベル) ゴースト・サウンド、デイズ、リード・オーラ
Agent of Fate/Agent of Fate [three-actions] (始原) 頻度 1日に1回; 効果 The mothman casts any spell of 5th level or lower that normally takes 2 or fewer actions to cast, whether they have those spells in their innate spells or not. They can use this ability only if doing so steers the flow of fate in its proper course toward a disaster or otherwise significantly memorable event. What the proper flow of fate entails is determined by the GM, but some examples include casting illusory sceneto coax someone to a portentous location, casting sendingto deliver an important message to someone the exact moment they need to hear it, or casting rusting grasp to weaken a structure and cause some necessary calamity.
Focus Gaze/Focus Gaze [one-action] (精神集中、感情、心術、恐怖、精神、伝承、視覚) The mothman fixes their glare at a creature they can see within 30フィート. The target must immediately attempt a Will save against the mothman's portentous gaze. If the creature is already frightenedwhen it attempts this save, on a failure it becomes stupefied 1 for 24 hours in addition to the frightened effect. After attempting its save, the creature is then temporarily immune for 1 minute.