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Nightwalker ~ CR 20

Huge human-shaped horrors that haunt the darkness and drain the life of the living.

Environment: Any

Organization: 1


Proficiency Score: +21

Huge; Independent/Principle; outsider, undead


Armor Class: 40 (+4 Dex, +4 Natural, +3 Deflection, –2 Size, +21 Proficiency Score)

Hit Points: 396 (33d12)

Speed: 40 feet

Initiative: +4


STRDEXCONINTWISCHA
22 (+6)19 (+4)24 (+7)6 (–2)15 (+2)8 (–1)

Saves: 

  • Fortitude +0, see Immunities
  • Reflex +25
  • Will +23

Skills: 

  • Perception +23

Immunities:

  • Effects with the death or psychic tags
  • Ability damage, ability drain, disease, poison, and sleep
  • Enervated, Fatigued, Paralyzed, Persistent Damage, and Stunned conditions
  • Any effects that require a Fortitude save (unless it is applicable to objects)
  • Instant Death

Resistances:

  • 20 against effects with the acid, cold, electricity, fire, and sonic tags
  • 30 against damage except effects with the magical or supernatural tags

Senses: Passive Perception 33, dark vision 120 feet

Languages:


Aura (Annihilating, 30-foot aura). Any creature that starts its turn within 30 feet of a Nightwalker must succeed on a DC 33 Fortitude save or take 4d6 negative damage. The Nightwalker gains advantage on attack rolls against those who fail this save until the start of the creature’s next turn. Those with the undead tag are immune to this aura.

Legendary Actions (2). A Nightwalker can use two extra actions per round. This action can be spent at any point in the round directly after a creature’s turn ends and another begins.

Life Eater. A creature reduced to 0 hit points from damage dealt by the nightwalker dies instantly and cannot be revived by any means short of spells such as Alter Reality, Miracle, Primal Phenomenon, or Wish. This effect has the death tag.

Actions

Point (6, 300 feet). As a Single Action the Nightwalker points at one target creature it can see within 300 feet. The target must make a DC 33 Will save or take 4d12 negative damage and gain the Frightened 2 condition; half damage on a success. While under the Frightened condition, the target is also Paralyzed. If the target succeeds on the save, it is Bolstered against the Nightwalker’s Finger of Doom.

Touch. Spell Strike +27/+22/+17 (reach 15 feet, unarmed) with 10d8+6 negative damage. The target must make a DC 33 Fortitude save or its total hit points are also reduced by the amount of negative damage taken. This cap remains until the target has had a Long Rest.


Equipment

  • Incidental