Nightgaunt

Large Aberration, Chaotic Evil

STR
17 (+3)
DEX
20 (+5)
CON
16 (+3)
INT
13 (+1)
WIS
16 (+3)
CHA
10 (+0)
Flyby.

The nightgaunt doesn't provoke an Opportunity Attack when it flies out of an enemy's reach.

Actions

Multiattack.

The nightgaunt makes two attacks, using Claw or Barb in any combination. It can replace one attack with a use of Ascend.

Claw.

Melee Attack Roll: +8, reach 5 ft. Hit: 14 (2d8 + 5) Slashing damage plus 10 (3d6) Poison damage. If the target is a Medium or smaller creature, it has the Grappled condition (escape DC 13).

Barb.

Ranged Attack Roll: +8, range 60 ft. Hit: 21 (6d6) Piercing damage, and the target has the Poisoned condition until the end of its next turn.

Ascend.

The nightgaunt flies upward in a straight line, moving up to its Fly Speed. If the nightgaunt is grappling a creature, it ignores the extra movement cost to carry the creature with it.

Bonus Actions

Tickle.

Wisdom Saving Throw: DC 16, one creature Grappled by the nightgaunt. Failure: The target has the Incapacitated condition until the start of the nightgaunt's next turn.

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Nightgaunt

Source: Ravenloft: The Horrors Within, p. 259 - Licenses and attribution