Page 237 - D&D Bestiary
P. 237
Medium aberration, neutral evil
Armor Class 15 (natural armor) A baleful eye peers out from the darkness, its
Hit Points 45 (6d8 + 18) gleam hinting at a weird intelligence and unnerving
Speed 30ft. malevolence. Most times, a nothic is content to watch,
weighing and assessing the creatures it encounters.
STR DEX CON INT WIS CHA When driven to violence, it uses its horrific gaze to rot
14 (+2) 16 (+3) 16 (+3) 13 (+1) 10 (+0) 8 (- 1) the flesh from its enemies' bones.
Cursed Arcanists. Rather than gaining the godlike
Skills Arcana +3, Insight +4, Perception +2, Stealth +5
supremacy they crave, some wizards who devote
Senses truesight 120ft., passive Perception 12
their lives to unearthing arcane secrets are reduced
Languages Undercommon
to creeping, tormented monsters by a dark curse left
Challenge 2 (450 XP)
behind by Vecna, a powerfullich who, in some worlds,
has transcended his undead existence to become a god
Keen Sight. The nothic has advantage on 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
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.
other creatures. This grants them unique understanding
Hit: 6 (1d6 + 3) slashing damage.
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
within 30 feet of it. The target must succeed on a DC 12 such gifts from creatures that seek out its knowledge.
Constitution saving throw against this magic or take 10 (3d6) Lurkers in Magical 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 feet 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 o ne fact o r 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
them to seek out more arcane secrets.

