Red Bishop
Level 14Attacks
Abilities
30 feet. When a creature ends its turn in the aura, it must attempt a DC 31 will save. A creature that fails is Frightened 1 (or Frightened 2 on a critical failure)
The mothman can deactivate or activate this aura with a single action, which has the concentrate trait.
Frequency three times a day
Trigger A creature within 30 feet of the Red Bishop speaks Pazuzu's name aloud three times with a single breath
Effect The Red Bishop casts Charm on the creature. A creature with a fly speed takes a –4 circumstance penalty to the saving throw against this charm .
Frequency once per day
Effect The mothman casts any spell of 5th level or lower that normally takes 2 or fewer actions to cast, whether they have those spells in their innate spells or not.
They can use this ability only if doing so steers the flow of fate in its proper course toward a disaster or otherwise significantly memorable event.
What the proper flow of fate entails is determined by the GM, but some examples include casting Illusory Scene to coax someone to a portentous locati
The Red Bishop takes on the appearance of a Tiny red sea gull or red hawk. This doesn't change his speed, but he can't make Strikes in this form.
The Red Bishop's telepathic words carry an unsettling weight and promise of punishment when spoken to any evil creature capable of flight. Against such creatures, the Red Bishop gains a +3 circumstance bonus to attempts to Make an Impression, Request, Coerce, and Demoralize, and he increases the DC of any mental effect he uses against such creatures by 3 as well. Even without these bonuses, evil flying creatures tend to treat the Red Bishop with a mix of respect, if not outright fear.
The Red Bishop reaches out with one hand toward a Frightened 1 creature he can see that's within 30 feet and makes a clutching motion to pull out the creature's fear and feed upon it. The Red Bishop restores (7d8+8)[healing] Hit Points to himself, and the target creature loses the frightened condition but must also attempt a DC 34 will save as other emotions are drawn out of their mind as well to fade uselessly away, resulting in mental trauma and a strange numbness in the mind itself.
Cr
The mothman fixes their glare at a creature they can see within 30 feet. The target must immediately attempt a Will save against the mothman's portentous gaze.
If the creature is already frightened when it attempts this save, on a failure it becomes Stupefied 1 for 24 hours in addition to the frightened effect.
After attempting its save, the creature is then temporarily immune for 1 minute.
Little is known of the strange creatures known as mothmen, save that when they make themselves known, calamity is sure to follow. The mothman sees themself as an agent of fate-provided such fate is devastating and destructive. Often, those who encounter a mothman never recall the meeting, yet live on to unknowingly pursue and enable the creature's obscure plans.
The name "mothmen" is, of course, not these creatures' own name for themselves, but an appellation granted by the fearful who glimpse them and tell harrowing tales of their sightings. They each keep their own names, or a collection for use in different situations, yet have no need for a collective word for their kind.