Wrecklight Moth

small monstrosity, unaligned

D&D 5.5 / SRD 5.2

Challenge 1 (200 XP)

Available with DM subscription
STR
6 (-2)
DEX
16 (+3)
CON
10
INT
2 (-4)
WIS
12 (+1)
CHA
9 (-1)

Defense

Armor Class
13 (natural armor)
Hit Points
10 (3d6 0)
Speed
5 ft., fly 30 ft., (hover)

Treasure & Loot Common

Coins

Proficiencies & Senses

Saving Throws Dexterity
Skills
Stealth +5, Perception +3
Senses
darkvision 60 ft.
passive Perception 13

Characteristics

Damage Vulnerabilities
—
Damage Resistances
—
Damage Immunities
—
Condition Immunities
—
Languages —

Traits and Actions

Light Lure

Trait Custom
Advantage Custom
Light Lure Custom
The moth has Advantage on attack rolls against any creature that is holding or carrying a lit flame, such as a torch, candle, or burning lantern. It cannot willingly move more than 10 feet away from a bright flame it can see unless it succeeds on a DC 10 Wisdom saving throw at the start of its turn.

Light Lure. The moth is drawn to flames and must make a DC 10 Wisdom save to move away from a bright light it sees.

Dust Cloud

Trait Custom
Poisoned Condition
Dust Cloud Custom
A creature that starts its turn within 5 feet of two or more Wrecklight Moths must succeed on a DC 11 Constitution saving throw or have the Poisoned condition until the end of its next turn. A creature that succeeds is immune to this effect for 24 hours.

Dust Cloud. The overlapping wing dust of two or more moths creates a hallucinogenic haze within 5 feet.

Hallucinogenic Dust

Trait Custom
Perception Rule
Hallucinogenic Dust Custom
When a creature fails its saving throw against Dust Cloud or Dazzling Flare, it also sees shifting, false lights until the end of its next turn. It has Disadvantage on Wisdom (Perception) checks made to see anything other than a light source during that time.

Proboscis

Action
Attack Rolls Rule
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) Piercing damage. If the target is holding or carrying a lit flame, the moth has Advantage on this attack roll.

Dazzling Flare (Recharge 5-6)

Action Custom
Blinded Condition
Dazzling Flare Custom
The moth flares its lantern-like abdomen. Each creature within 20 feet of it that can see it must succeed on a DC 12 Constitution saving throw or have the Blinded condition until the end of its next turn. A creature that fails also suffers the moth's Hallucinogenic Dust.

Lure Drift

Bonus Action
Opportunity Attacks Custom
The moth moves up to 10 feet toward a visible light source or a creature carrying one without provoking Opportunity Attacks.

Flare Flicker

Reaction Custom
Disadvantage Custom
Flare Flicker Custom
When a creature within 5 feet of the moth makes an attack roll against it, the moth flares its abdomen. The attacker must succeed on a DC 12 Constitution saving throw or have Disadvantage on that attack roll.

Running the encounter

Combat Behavior

Tactics

  • Swarm around creatures carrying lit flames, using Light Lure for Advantage.
  • Cluster within 5 feet of prey to trigger Dust Cloud each round.
  • Use Dazzling Flare to blind groups in tight spaces before closing in.

Combat Style

Dazzling harassment in confined spaces, blinding and confusing prey while fluttering out of reach.

Morale

The moths are mindless and fight until destroyed, drawn inexorably to light.

Appearance & presence

Monster Description

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