Visibly charged with electricity, these giant moths range from cerulean to navy blue. Their long, crooked legs dangle from their bodies like bolts of lightning.
Free in the Storm. The shockwing’s presence predicts a great electrical storm when these giant moths breed. They are wild and unpredictable during storms, and many woodland creatures seek shelter from them as much as from the rain.
Shockwing
Small beast, unalignedArmor Class 12
Hit Points 27 (5d6 + 10)
Speed 25 ft., fly 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
11 (+0) | 15 (+2) | 14 (+2) | 3 (-4) | 10 (+0) | 7 (-2) |
Skills Perception +2, Stealth +4
Damage Immunities lightning
Senses darkvision 60 ft., passive Perception 12
Languages —
Challenge 1 (200 XP)
Antennae. The giant moth has advantage on Wisdom (Perception) checks that rely on smell.
Charged. At the start of each of the shockwing’s turns, each creature within 5 feet of it must succeed on a DC 12 Constitution saving throw or take 2 (1d4) lightning damage. This trait doesn’t function if the shockwing has used its Fulminating Wings in the last 24 hours.
Actions
Multiattack. The shockwing makes two proboscis attacks.
Proboscis. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage and 2 (1d4) lightning damage.
Fulminating Wings (1/Day). A 20-foot radius burst of electricity releases from the shockwing. Each creature in that area must succeed on a DC 12 Constitution saving throw or be stunned until the end of its next turn.