By Alan McCoy from Dungeons & Dragons: Fundamentals
How to build challenging encounters against Nothic
Note: This has been prepared utilizing only the 5E Core Rules. The Nothic can be found in the Monster Manual page 236.
The Nothic are created creatures that have been cursed with an existence as abominations as a punishment for delving too deeply into magical studies that were too powerful for their minds or knowledge of the Art to contain.
Their very existence is a cautionary tale to spell-casters everywhere to be certain that they are ready for a mystery before examining it. It is rumored that powerful godlike forces will force the conversion of the unwary spell-caster.
Despite the melodrama of the horror story associated with the Nothic, this one appears to have some truth. Creatures resembling this type of monster have been seen wearing the remnants of a known practitioner, one who was never seen again.
Nothic spend much of their time exploring both places of magical learning, magical items and magical persons that might hold some clue to the “cure” for their affliction. This is their primary drive. This pursuit is tragic, as the transformation shattered their mind, making it unable to understand the processes of magic.
Step 1) Let’s Review what we know about the Nothic:
Physically, are Strong (+2), Nimble (+3) and Hearty (+3).
Mentally, they are above average in intelligence (+1), unremarkable in their Wisdom, and Lacking (-1) in their focus.
The transformation process toughened their skin, giving them natural armor and scaly spikes on their back. There are those who have remarked that this might be the residue of a Mage Armor spell transformed to permanence.
The Nothic remembers or quickly learns proficiency with skills that might aid it in its search for a cure; most notably Arcana (+3), Insight (+4), Perception (+2), and Stealth (+5).
Because the magical process that made them has granted True Sight (120-feet) any visual perception checks are made with advantage.
The Nothic can speak Undercommon, though it should be noted that their condition has created an unmistakable madness, which makes conversation difficult and disturbing.
The Nothic can, as a special ability, learn a fact or secret about a target within thirty feet.
As Nothic spend much of their time seeking out magic items and arcane secrets, then it is probable that they have acquired some, and will use those that are appropriate against any foe.
Step 2) Determine the probable Strategy.
Because the Nothic have not degenerated into chaos (Neutral Evil) it maintains a measure of self-control. Combining this with its stealth abilities, it may stalk its targets for some time before deciding when or even if to attack.
Most commonly, the Nothic will wait until the party sleeps and spend the night examining the minds and thoughts of the creatures it beholds, learning their strengths and weaknesses and determining the best method of attacking. Most importantly, the knowledge of the presence of any magic items and spell-books needs to be determined.
While no longer supra-intelligent, nor strong willed, the Nothic is not stupid and will only attack if it can determine a means of doing so that presents it with some advantage.
Step 3) Determine Tactics
Having determined that it has an advantage that makes it believe that it will win the encounter, the Nothic will begin by focusing it’s Rotting Gaze on a target with thirty feet. This gaze is extremely painful and will almost always cause the recipient to cry out due to pain.
Based on the ability to use Truesight, the Nothic prefers to attack from places where Natural Vision and Dark-Vision collide, that is, where both kinds of light are present, leaving it the only one that can see clearly.
It should also be noted that the Nothic is capable of fashioning simple traps or concealing natural pitfalls to capture and injure opponents.
Based on its great strength, the Nothic might attempt to grapple and separate one individual from others in the party, enabling it to focus its attacks and dispatch the opponent without delay.
The razor-sharp claws of the Nothic are extremely dangerous, and it can attack twice each round with them.
Step 4) DM Tips and Observations
I find the Nothic to be a creature of contradictions: You have a Spell-Using creature who stepped beyond their bounds and turned into a brute force hunter with an obsession for magic. Basically, a complete opposite of their previous nature. If they are so insane that they have forgotten all their previous magics, then why do they pursue magic. I propose leaving them with the cantrip “Prestigitation” as a reminder and torment of what they have lost.
I consider the AC of the Nothic to be a little low, though appropriate to a CR 2 creature. I’m not certain why the Nothic was designed as a CR 2 creature however, I would probably create it as CR 6 or better. The origin story suggests that it was a powerful creature prior to transformation and the places it goes in pursuit of a cure would require a stronger than CR 2 creature to survive.
When utilizing one of these creatures, it is advisable to have some backstory to the creature prepared. This creates a huge story point as the Nothic transforms into its former self, the curse broken. What will the Player Characters do with this monster now become corpse?