Page 237 - Monster Manual [11th Print]
P. 237
NOTHIC
Medium aberration, neutral evil
Armor Class 5 (natural armor) A baleful eye peers out from the darkness, its
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Hit Points 45 (6d8 + 1 8 ) gleam hinting at a weird intelligence and unnerving
Speed 30 ft. malevolence. Most times, a nothic is content to watch,
weighing and assessing the creatures it encounters.
STR DEX CON I N T WIS CHA When driven to violence, it uses its horrific gaze to rot
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1 4 (+2) 16 (+3) 1 6 (+3) 1 3 (+l) 10 (+O) 8 (- ) the flesh from its enemies' bones.
Cursed Arcanists. Rather than gaining the godlike
Skills Arcana +3, I n sight +4, Perception +2, Stealth +5 supremacy they crave, some wizards who devote
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Senses truesight 2 0 ft., passive Perception 2 their lives to unearthing arcane secrets are reduced
Languages Undercommon
Challenge 2 (450 XP) to creeping, tormented monsters by a dark curse left
behind by Vecna, a powerful lich who, in some worlds,
has transcended his undead existence to become a god
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Keen Sight. The nothic has advantage n Wisdom (Perception) of secrets. Nothics retain no awareness of their former
checks that rely on sight. selves, skulking amid the shadows and haunting places
rich in magical knowledge, drawn by memories and
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AC I O N S
impulses they can't quite understand.
· Multiattack. The nothic makes two claw attacks. Dark Oracles. Nothics possess a strange magical
insight that allows them to extract knowledge from
Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 6 (ld6 + 3) slashing damage. other creatures. This grants them unique understanding
of secret and forbidden lore, which they share for a
Rotting Gaze. The nothic targets one creature it can see price. A nothic covets magic items, greedily accepting
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within 30 feet of it. The target must succeed on a DC 2 such gifts from creatures that seek out its knowledge.
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Constitution saving throw against this magic r take 10 (3d6) Lurkers in M a gical Places. Nothics are notorious
necrotic damage. for infiltrating arcane academies and other places
Weird Insight. The nothic targets one creature it can see within rich in magical learning. They are driven by the vague
30 f e et of it. The target must contest its Charisma (Deception) knowledge that there exists a method to reverse their
check against the nothic's Wisdom (Insight) check. If the condition. This isn't a clear sense of purpose, but rather
nothic wins, it magically learns one fact or secret about an obsessive tug at the end of the mind. Some nothics
• the target. The target automatically wins if it is immune to are clever enough to realize that this is merely part of
being charmed. the strange lesson for their folly, a false hope to drive
c:::::::::=::=========================:::i them to seek out more arcane secrets.
NOTH IC

