Mothman

The Mothman is a lonely creature found in temperate hills and forests that is cursed to bring ill-fortune and sorrow where ever it goes. Unfortunately for this solitary beast, few of their kind exist, and few other creatures will allow them to remain around due to their bad luck. The Mothman's sole purpose seems to be finding companionship, but due to it's cursed nature, they never seem to quite cross paths with one of their own kind (no one is quite sure how, or if, they mate). Other creatures will run off, or outright kill, a Mothman due to the bad omens, ill-fortune, and doom that follows in it's wake.

The Mothman is a large, vaguely humanoid creatures with a 7-10 ft. wingspan. The most remarkable feature is it's massive red, glowing, eyes, and dark feathers.

Ill-Fortune:  A Mothman creates ill-fortune in a roughly 5-mile radius. When one is near, bridges fail, crops seem to die, old buildings collapse, etc. Unfortunately, at this scale the effect is subtle, and it's not obvious what is happening. The bridge may have had a faulty support, the building may have been near collapse anyway, and a blight may have taken hold on the crops. In combat this ability is less subtle. Critical fumbles now happen on a roll of 1-2, and all rolls made within sight of a Mothman have disadvantage (or equivalent for a different edition from 5th).

Mothman: Neutral Large magical beast Armor Class:  14 (+2 dex, +2 natural armor) Hit Points: 60 (8d6 + 24) Speed: 30ft Fly: 30 ft.

Str: 16  Dex: 14 Con: 16 Int: 6 Wis: 8 Cha: 3

Skills:  Perception +2  Stealth + 4 Senses:  Darkvision 120 ft.

Uncomprehendable Language:  The Mothman is unable to communicate with other intelligent creatures, even via spells.

Psychic Noise:  The Mothman can emit a strong sound in the minds of any creature within 60 ft of it. The noise manifests as a loud, debilitating, white noise or buzzing sound. A creature must make a wisdom save DC 13 or be confused until the end of each round. Once a target successfully saves against this ability, it can no longer be affected during that encounter.

Ill-Fortune:  See above.

Actions: Multiattack. The Mothman can attack twice with it's claws, but tries to avoid combat, choosing to flee when it can. It will prefer use it's psychic noise to allow it to escape.

Claws:  Melee Weapon Attack:  +4 to hit, reach 5 ft, one target. Hit: 11 (2d8 + 2)