Orlando Calheiros
First Post
It was my first attempt at it

Nightgaunt (CR 3) (700xp)
Medium humanoid, chaotic evil
Armor Class 14 (Natural)
Hit Points 67 (11d8 +22)
Speed 30 ft., fly 40 ft. (average)
[TABLE="width: 376"] [TR] [TD="width: 61"] STR[/TD] [TD="width: 61"] DEX[/TD] [TD="width: 61"] CON[/TD] [TD="width: 47"] INT[/TD] [TD="width: 61"] WIS[/TD] [TD="width: 63"] CHA[/TD] [/TR] [TR] [TD="width: 61"] 18 (+4)[/TD] [TD="width: 61"] 15 (+2)[/TD] [TD="width: 61"] 14 (+2)[/TD] [TD="width: 47"] 5 (-3)[/TD] [TD="width: 61"] 14 (+2)[/TD] [TD="width: 63"] 11 (+0)[/TD] [/TR] [/TABLE] Saving Throws: dex +4
Skills: Perception +4 Stealth +4
Condition immunities: cold, gaze attacks, inhaled poison, scent-based attacks
Senses Blindsight 60ft Passive Perception 16
Faceless: A nightgaunt has no face, but can still see in all directions as if its entire body were an eye. It is immune to gaze attacks, but not to illusions that rely upon vision to function. It has no need to breathe, and is immune to all inhaled and scent-based effects.
Sense fear: the nightgaunt has advantage on Wisdom (Perception) checks against frightened creatures
[h=4]Actions[/h]
Standard Attack. +4 to hit.
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d8+4) damage.
Tail . Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d10 +4). If the target is a creature other than an undead or a construct, it must succeed on a DC 13 Constitution Saving Throw or be stunned for 1 round.
Multiattack: The nightgaunt can use its frightful presence. It then makes two attacks: one with its claws and one with its tail.
Clutches: A nightgaunt has a advantage on grapple rolls. If a nightgaunt uses its fly speed to move itself and a grappled target, it can fly at full speed.
Tickle: As a bonus action, a nightgaunt can use its tail to tickle a grappled or helpless foe. The target must succeed at a DC 13 Constitution saving throw or be stunned for 1 round.
[h=4]Reactions[/h]
Frightful presence: Each creature of the night gaunt's choice withim 30ft of it and aware of it must succeed on a DC 10 wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disavantage if the nightgaunt is within line of sight, ending the effect on itself on a success. If a creature's save throw is successful or the effects ends for it, the creature is immune to the night gaunt;s Frightful Presence for the next 24 hours.
[h=4]ECOLOGY[/h] Environment any mountains (Dimension of Dreams)
Organization single, pair, flight (3–12), or colony
Nightgaunts haunt the deepest and darkest chasms of dreams. They lurk in the shadows that loom at the edges of sane slumber, but are ready at any moment to snatch a blithe dreamer away, carrying it off into realms of endless nightmare and tickling it terribly all the way. They appear as stooped, emaciated humanoids, yet possess a remarkable strength in their sinewy limbs. With inky black skin, batlike wings, a long spiny tail, and demonic horns protruding from its skull, a nightgaunt is a fearsome foe—yet the lack of any facial features is what makes it truly nightmarish.
A typical nightgaunt would stand 7 feet tall if fully upright, and weighs 175 pounds.
Nightgaunts feed on emotions, preferring despair, horror, and nervous laughter. They enjoy carrying their prey high over the mountains, tickling their prey to create a mix of emotions, and finally dropping their victims in remote areas where other monsters can stalk and kill them. Some creatures pay nightgaunts to serve as guardians or carry them from place to place, though the nightgaunts are prone to turn on their employers at the smallest slight.
Most nightgaunts have little interest in anything other than sating their hunger on sleepers, and gather in colonies to entertain each other by sharing emotion-memories through strange caresses. They sometimes war with the other creatures found in their desolate realms.
The base is http://www.d20pfsrd.com/bestiary/monster-listings/monstrous-humanoids/nightgaunt

Nightgaunt (CR 3) (700xp)
Medium humanoid, chaotic evil
Armor Class 14 (Natural)
Hit Points 67 (11d8 +22)
Speed 30 ft., fly 40 ft. (average)
[TABLE="width: 376"] [TR] [TD="width: 61"] STR[/TD] [TD="width: 61"] DEX[/TD] [TD="width: 61"] CON[/TD] [TD="width: 47"] INT[/TD] [TD="width: 61"] WIS[/TD] [TD="width: 63"] CHA[/TD] [/TR] [TR] [TD="width: 61"] 18 (+4)[/TD] [TD="width: 61"] 15 (+2)[/TD] [TD="width: 61"] 14 (+2)[/TD] [TD="width: 47"] 5 (-3)[/TD] [TD="width: 61"] 14 (+2)[/TD] [TD="width: 63"] 11 (+0)[/TD] [/TR] [/TABLE] Saving Throws: dex +4
Skills: Perception +4 Stealth +4
Condition immunities: cold, gaze attacks, inhaled poison, scent-based attacks
Senses Blindsight 60ft Passive Perception 16
Faceless: A nightgaunt has no face, but can still see in all directions as if its entire body were an eye. It is immune to gaze attacks, but not to illusions that rely upon vision to function. It has no need to breathe, and is immune to all inhaled and scent-based effects.
Sense fear: the nightgaunt has advantage on Wisdom (Perception) checks against frightened creatures
[h=4]Actions[/h]
Standard Attack. +4 to hit.
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d8+4) damage.
Tail . Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d10 +4). If the target is a creature other than an undead or a construct, it must succeed on a DC 13 Constitution Saving Throw or be stunned for 1 round.
Multiattack: The nightgaunt can use its frightful presence. It then makes two attacks: one with its claws and one with its tail.
Clutches: A nightgaunt has a advantage on grapple rolls. If a nightgaunt uses its fly speed to move itself and a grappled target, it can fly at full speed.
Tickle: As a bonus action, a nightgaunt can use its tail to tickle a grappled or helpless foe. The target must succeed at a DC 13 Constitution saving throw or be stunned for 1 round.
[h=4]Reactions[/h]
Frightful presence: Each creature of the night gaunt's choice withim 30ft of it and aware of it must succeed on a DC 10 wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disavantage if the nightgaunt is within line of sight, ending the effect on itself on a success. If a creature's save throw is successful or the effects ends for it, the creature is immune to the night gaunt;s Frightful Presence for the next 24 hours.
[h=4]ECOLOGY[/h] Environment any mountains (Dimension of Dreams)
Organization single, pair, flight (3–12), or colony
Nightgaunts haunt the deepest and darkest chasms of dreams. They lurk in the shadows that loom at the edges of sane slumber, but are ready at any moment to snatch a blithe dreamer away, carrying it off into realms of endless nightmare and tickling it terribly all the way. They appear as stooped, emaciated humanoids, yet possess a remarkable strength in their sinewy limbs. With inky black skin, batlike wings, a long spiny tail, and demonic horns protruding from its skull, a nightgaunt is a fearsome foe—yet the lack of any facial features is what makes it truly nightmarish.
A typical nightgaunt would stand 7 feet tall if fully upright, and weighs 175 pounds.
Nightgaunts feed on emotions, preferring despair, horror, and nervous laughter. They enjoy carrying their prey high over the mountains, tickling their prey to create a mix of emotions, and finally dropping their victims in remote areas where other monsters can stalk and kill them. Some creatures pay nightgaunts to serve as guardians or carry them from place to place, though the nightgaunts are prone to turn on their employers at the smallest slight.
Most nightgaunts have little interest in anything other than sating their hunger on sleepers, and gather in colonies to entertain each other by sharing emotion-memories through strange caresses. They sometimes war with the other creatures found in their desolate realms.
The base is http://www.d20pfsrd.com/bestiary/monster-listings/monstrous-humanoids/nightgaunt
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