·.
NIGHTWALKER
Huge undead,
chaotic evil
Armor Class 14
Hit Points 297 (22dl2
+ 15 4)
Speed 40 ft., fly 40
ft.
STR
22 (+6)
DEX
19 (+4)
CON
24 (+7)
Saving Thr
ows Con + 13
INT
6 (-2)
WIS
9 (-1)
CHA
8 (-1)
Da
mage Resistances acid, cold , fire, lightning, th
unde r;
bludgeoning, piercing, and slashing from nonmagical
attacks
Damage Immunities necrotic, poison
Condition Immun
ities exhaustion, frighte ned, grappled,
paralyzed
, petrified, poisoned, prone, restrained
Senses darkvision
120 ft., passive Perception 9
Lang
uages-
Challe nge 20 (25,0 00 XP)
Annihilating A ura. Any creat ure that starts
its turn within 30
feet of the nightwalker
must succeed on a DC 21 Constitution
saving throw or
take 14 (4d6) necrotic damage and grant the
nightwalker advantage on attack rolls
against it until the start
of the creature's
next turn. Undead are immune to this a ura.
CHAPTER
6 I BESTIARY
N IGHTWALKER
T he Negative
Plane is a place of d arkness and death
,
anathe ma to all livin g things
. Yet there a re those who
would tap into its fell powe
r. to use its e nergy for s in ister
end
s. Most often, when s uch individua ls approac
h the
midnight r e a lm , they fi
nd they a re une qual to the task.
T hose not des troyed o
utright a re som etimes drawn in-
s ide the plane a nd replaced by nightwa lke
rs, te rrifyin g
undead creatures that
devour all life they encounter.
Mighty Sp awn
. One can reach the Negative Plane
from the Shadow fell, much in the sa me
way that it
is possible to st
e p from the Mate rial Plane into the
S hadowfell in a place where the barr
ier between the
planes is thin.
Stepping int
o the Negative Pla ne is tantamount to
suicide, s ince
the plane sucks the life and soul from
such audacious creatures and annihilates
them at
once. Those few w ho survive the e
ffort do so by sheer
luck or by harnessing some ra
re form of magic that
protec
ts them against the hostile atmosphere. Th
ey
soon
d iscover, however, that they can't l eave as
easily
as they arrived. For each
creatu re that enters the plane,
a nightwa lke r i s released
to take its place. In order for
a trapped creature to
escape, the released nightwalker
mu
st be lured back to th e Negative P la ne
by offe rings of
life for i t to devou r. If the nightwalker is
destroyed, the
trapped cre ature has
no hope of escape.
Beings of Anti
- Life. One can discern the nature of
creatures trapp
ed in the Negative Plane from the s ites
that nightwalk
ers frequent. Ge ne rally, a nightwalke r on
the Material Plane is attracted to
e lements of the world
associated with the creature res
pons ible for its cre ation.
Such in terest doesn't indicate
a willingness to engage
with the world; n ightwalkers exist to ma ke life e
xtinct
and never
to serve living things.
Und
ead Nature. A nightwalke r doesn't requir
e air,
food, drink, or s leep.
Life
Eater. A creature reduced to 0 hit points from
damage
dealt by the nightwalker d ies and can't be revived
by any means
short of a wish s pell
.
ACTIONS
Multiattack. The nightwalker uses Enervat
ing Focus twice, or it
uses Enervati
ng Focus and Finger of Doom, if available.
Enervating Focus. Melee
Weapon Attack: +12 to hit, reach 15
ft. , one target. Hit: 28 (5d8 + 6) necrotic da
mage. The target
must succeed o n a
DC 21 Constit ut io n saving throw o r its hit
point maximum is reduced by an amount
equal to the necrotic
damage taken. This reduction lasts
until the target finishes a
long rest.
Finger of Doom (Rech
arge 6). The nightwalker points at one
creature it can see
within 300 feet ofit. The target must
succeed on a DC 21 Wisdom saving throw
o r t ake 26 (4dl2)
necrotic da mage
a nd become frightened until the e nd of the
nightwalker's next turn. While frig
htened in this way, the crea-
tu re is
also paralyzed. If a t arget's saving throw is successful
,
the
target is immune to the nightwalker's Finger of
Doom for
the next 24 hours.