I have been running a campaign of 6 players in an adventure path since April. Solo monsters that are not legendary creatures can have lots of problems against a party (especially of 6) in 5e. I have learned to put at least something else in the encounter whenever possible storywise. In this case, not much lives nicely with a nothic except maybe another nothic. I would recommend doing something Chris Perkins has suggested in the past on his blog. As the DM, don't commit all of your forces to the fight at the beginning. If the party has trouble with it, things do not get too hard. If the encounter is turning out to be too easy, you can bring in reinforcements partway through the encounter. Now, you have to put at least 1 nothic into the encounter. If the party struggles, leave it at that. If they are cruising through the encounter, add another nothic when it becomes evident that things are too easy. While the encounter as designed on XP budget is designed to be moderate for a 4 character party, having a range of 1-2 nothics in the encounter gives you between an easy and challenging encounter by xp budget. By adjusting on the fly, you can keep the difficulty for the party somewhere in the middle. If it is to easy, you can make it harder. If the players are making a hash of it or things are just right or on the hard side for them because of the dice, you keep the second one out. The players never know one way or the other.