Giant Feymoth
Large fey, unaligned
Armor Class
16 (natural armor)
Hit Points
112 (15d8 + 45)
Speed
20 ft., fly 40 ft.
STR
13 (+1)
DEX
14 (+2)
CON
16 (+3)
INT
12 (+1)
WIS
16 (+3)
CHA
8 (-1)
Senses
darkvision 60 ft., passive Perception 16
Saving Throws
Dex +5, Wis +6
Skills
Nature +4, Perception +6, Survival +6
Languages
Sylvan, Celestial
Challenge
6 (2,300 XP)
Magic Resistance. The feymoth has advantage on saving throws against spells and other magical effects.
Enchanting Pattern. When a creature starts its turn within 30 feet of the feymoth and is able to see the feymoth’s wings, the feymoth can magically force it to make a DC 14 Charisma saving throw, unless the feymoth is incapacitated.
On a failed saving throw, the creature makes all attacks rolls this turn with disadvantage as they are dazzled and confused by the vibrant display of the feymoth’s wings.
Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can’t see the feymoth until the start of its next turn, when it can avert its eyes again. If the creature looks at the feymoth in the meantime, it must immediately make the save.
Innate Spellcasting. The feymoth’s innate spellcasting ability is Wisdom (spell save DC 14). The feymoth can innately cast the following spells, requiring no material components:
-
At will: dancing lights, druidcraft
-
3/day each: confusion, gust of wind, plant growth, sleep
-
1/day each: awaken, conjure woodland beings, hypnotic pattern, insect plague, mass cure wounds
Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit: 6 (1d8 + 2) piercing damage, and the target must make a DC 14 Intelligence saving throw or take 27 (5d10) psychic damage on a failed save, or half as much on a successful one.