·.
NIGHTWALKER
Huge undead,
chaotic evilArmor Class 14Hit Points 297 (22dl2
+ 15 4)Speed 40 ft., fly 40
ft.STR22 (+6)DEX19 (+4)CON24 (+7)Saving Thr
ows Con + 13INT6 (-2)WIS9 (-1)CHA8 (-1)Da
mage Resistances acid, cold , fire, lightning, th
unde r;bludgeoning, piercing, and slashing from nonmagical
attacksDamage Immunities necrotic, poisonCondition Immun
ities exhaustion, frighte ned, grappled,paralyzed
, petrified, poisoned, prone, restrainedSenses darkvision
120 ft., passive Perception 9Lang
uages-Challe nge 20 (25,0 00 XP)Annihilating A ura. Any creat ure that starts
its turn within 30feet of the nightwalker
must succeed on a DC 21 Constitutionsaving throw or
take 14 (4d6) necrotic damage and grant thenightwalker advantage on attack rolls
against it until the startof the creature's
next turn. Undead are immune to this a ura.CHAPTER
6 I BESTIARYN 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 isterend
s. Most often, when s uch individua ls approac
h themidnight 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 gundead 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 itis possible to st
e p from the Mate rial Plane into theS hadowfell in a place where the barr
ier between theplanes is thin.Stepping int
o the Negative Pla ne is tantamount tosuicide, s ince
the plane sucks the life and soul fromsuch audacious creatures and annihilates
them atonce. Those few w ho survive the e
ffort do so by sheerluck or by harnessing some ra
re form of magic thatprotec
ts them against the hostile atmosphere. Th
eysoon
d iscover, however, that they can't l eave as
easilyas they arrived. For each
creatu re that enters the plane,a nightwa lke r i s released
to take its place. In order fora trapped creature to
escape, the released nightwalkermu
st be lured back to th e Negative P la ne
by offe rings oflife for i t to devou r. If the nightwalker is
destroyed, thetrapped 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 itesthat nightwalk
ers frequent. Ge ne rally, a nightwalke r onthe Material Plane is attracted to
e lements of the worldassociated with the creature res
pons ible for its cre ation.Such in terest doesn't indicate
a willingness to engagewith the world; n ightwalkers exist to ma ke life e
xtinctand 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
damagedealt by the nightwalker d ies and can't be revived
by any meansshort of a wish s pell
.ACTIONSMultiattack. The nightwalker uses Enervat
ing Focus twice, or ituses Enervati
ng Focus and Finger of Doom, if available.Enervating Focus. Melee
Weapon Attack: +12 to hit, reach 15ft. , one target. Hit: 28 (5d8 + 6) necrotic da
mage. The targetmust succeed o n a
DC 21 Constit ut io n saving throw o r its hitpoint maximum is reduced by an amount
equal to the necroticdamage taken. This reduction lasts
until the target finishes along rest.Finger of Doom (Rech
arge 6). The nightwalker points at onecreature it can see
within 300 feet ofit. The target mustsucceed 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 thenightwalker'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 forthe next 24 hours.