Mythic Nightgaunt

Mythic Nightgaunt CR 5/MR 2

XP 1,600
CN Medium monstrous humanoid (extraplanar, mythic, mythos)
Init +7; Senses all-around vision, blindsight 60 ft., darkvision 60 ft.; Perception +6

DEFENSE

AC 22, touch 15, flat-footed 17 (+3 Dex, +2 dodge, +7 natural)
hp 57 (5d10+30)
Fort +3, Ref +9, Will +6
Defensive Abilities faceless; DR 5/epic; Immune cold, gaze attacks, inhaled poison, scent-based attacks

OFFENSE

Speed 30 ft., fly 40 ft. (average)
Melee 2 claws +9 (1d6+4 plus grab)
Special Attacks clutches, mythic power (2/day, surge +1d6), remove armor (DC 17), rend (2 claws, 1d6+6), tickle (DC 17)

STATISTICS

Str 18, Dex 17, Con 14, Int 5, Wis 14, Cha 11
Base Atk +5; CMB +9 (+17 grapple); CMD 23
Feats Dodge, Improved Initiative, Lightning Reflexes
Skills Fly +8, Perception +6, Stealth +12; Racial Modifiers +4 Stealth
Languages Aklo (can’t speak)
SQ no breath

SPECIAL ABILITIES

Clutches (Ex)

A nightgaunt has a +4 racial bonus on grapple combat maneuver checks. If a nightgaunt uses its fly speed to move itself and a grappled target, it can fly at full speed.

Faceless (Ex)

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.

Remove Armor (Ex)

A mythic nightgaunt’s razortipped tail can slip through small seams and openings in armor and slice through chain links and leather straps with surgical precision, allowing the mythic nightgaunt to remove a grappled or helpless foe’s armor. As a standard action, the mythic nightgaunt can make a combat maneuver check against a grappled, pinned, or helpless foe. If the check is successful, the foe’s armor loses half its hit points and gains the broken condition if the target fails a DC 17 Reflex save. A mythic nightgaunt cannot use its tickle attack in the same round in which it uses this ability. The save DC is Dexterity-based and includes a +2 racial bonus.

Tickle (Ex)

As a swift action, a nightgaunt can use its tail to tickle a grappled or helpless foe with horrible efficiency. The target must succeed at a DC 17 Fortitude save or be nauseated for 1d4 rounds. A mythic nightgaunt can expend 1 use of mythic power as a free action to force the target of its tickle attack to roll two Fortitude saves and keep the lowest roll. The save DC is Dexterity-based and includes a +2 racial bonus.

ABOUT

Environment any mountains (Dimension of Dreams)
Organization single, flight (1 mythic nightgaunt and 3–12 nightgaunts), or colony (1 mythic nightgaunt and 20-50 nightgaunts)
Treasure none

This lanky ebon humanoid has batlike wings and a long prehensile tail, yet its most unsettling feature is its lack of a face.

Nightgaunts haunt the deepest and darkest chasms of dreams and 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.

Section 15: Copyright Notice

Mythos Monsters (PF1) © 2022, Legendary Games; Authors Jason Nelson, Jim Groves, Jonathan Keith, Tom Phillips, Alistair J. Rigg, and Greg A. Vaughan

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