Medium aberration, neutral evil
Armor Class 15 (natural armor)
Hit Points 45 (6d8 + 18)
Speed 30ft.
STR
14 (+2)
DEX
16 (+3)
CON
16 (+3)
INT
13 (+1)
WIS
10 (+ 0)
Skills Arcana +3, Insight +4, Perception +2, Stealth +5
Senses truesight 120ft., passive Perception 12
Languages Undercommon
Challenge 2 (450 XP)
CHA
8 (-1)
Keen Sight. T he nothic has advantage on Wisdom (Pe rception)
checks that rely o n sight.
Multiattack. The nothic makes two c law attacks.
Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one t a rget.
Hit: 6 (1d6 + 3) slashing d a m age.
Rotting Gaze. The nothic t a rgets one creature it can see
within 30 feet of it. The target must succeed on a DC 12
Constitution saving throw against this magic or take 10 (3d6)
necrotic damage.
Weird Insight. The nothic targets one creature it can see within
30 fe et of it. The target mus t contest it s Charisma (Deception)
check agains t the nothic's Wisdom (Ins ight) c heck. If the
nothic wins, it magically learn s one fa ct o r secre t a bout
the target. The target automatically wins if it is immune to
being charmed.
A baleful eye peers out from the darkness, its
gleam hinting at a weird intelligence and unnerving
malevolence. Most times, a nothic is content to watch,
weighing and assessing the creatures it encounters.
When driven to viole nce, it uses its horrific gaze to rot
the flesh from its enemies' bones.
Cursed Arcanists. Rather than gaining the godlike
supremacy they crave, some wizards who devote
their lives to unearthing arcane secrets are reduced
to creeping, tormented monsters by a dark curse left
behind by Vecna, a powerfullich who, in some worlds,
has transcended his undead exis tence to become a god
of secr ets. Nothics retain no awareness of their former
selves, skulking a mid the shadows and haunting places
rich in magical knowledge, drawn by memories and
impulses they can't quite understand.
Dark Oracles. Nothics possess a strange magical
insight tha t allows them to extract knowledge from
other creatures. This grants the m unique understanding
of secret a nd forbidden lore, w hich they share for a
price. A nothic covets magic items, greedily accepting
such gifts from creatures that seek out its knowledge.
Lurkers in Magical Places. Nothics are notorious
for infiltrating a rcane academies and other places
rich in magical learning. They a re driven by the vague
knowledge that there exists a method to reverse their
condition. This isn't a clear sense of purpose, but rather
a n obsessive tug at the end of the mind. Some nothics
a re clever e nough to realize that this is merely part of
the strange lesson for their folly, a false hope to drive
them to seek out more arcane secrets.