Armor of Shadows. When the nightcrawler is in dim light or darkness and wearing no
armor and wielding no shield, its AC includes its Charisma modifier.
Consussive Demise (3/Day). When the nightcrawler reduces a creature to 0 hit points, it causes an explosion of necromantic energy bursts from it. Each creature within 10 feet of the dying creature must succeed on a DC 22 Dexterity saving throw, taking 33 (6d10) necrotic damage on a failed save, or half as much damage on a success.
Improved Desecrating Aura. The nightcrawler can activate or deactivate this feature as a bonus action. While active, other undead creatures within 120 feet of it make attack rolls with advantage, are resistant to all damage, and cannot drop below 1 hit point. The aura is suppressed while the nightcrawler is in an antimagic zone or in an area of bright light.
Innate Spellcasting. The nightcrawler’s innate spellcasting ability is Charisma. It can innately cast the following spells (spell save DC 20, +12 to hit with spell attacks), requiring no verbal or material components:
At will: blight, contagion, darkness, dispel magic
3/day each: confusion, darkest night
1/day each: circle of death, plane shift
Legendary Resistance (3/day). If the nightcrawler fails a saving throw, it can choose to succeed instead.
Magic Resistance. The nightcrawler has advantage on saving throws against spells and other magical effects.
Shadow Blend. While in dim light or darkness, the nightcrawler can use a bonus action to become invisible, along with anything it is wearing or carrying. The invisibility lasts until the nightcrawler uses a bonus action to end it or until the nightcrawler attacks, is in bright light, or is incapacitated.
Sunlight Hypersensitivity. The nightcrawler takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.
Turn Immunity. The nightcrawler is immune to effects that turn undead.
Multiattack. The nightcrawler makes two attacks: one with its bite and one with its pincers.
Bite. Melee Weapon Attack:+16 to hit, reach 10 ft., one target. Hit: 34 (4d12 + 8) piercing damage. If the target is a Large or smaller creature, it must succeed on a DC 22 Dexterity saving throw or be swallowed by the nightcrawler. A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the nightcrawler, and it takes 21 (6d6) cold damage at the start of each of the nightcrawler’s turns. If the nightcrawler takes 40 damage or more on a single turn from a creature inside it, the nightcrawler must succeed on a DC 25 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the nightcrawler. If the nightcrawler dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 20 feet of movement, exiting prone.
Tail Pincers. Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 30 (4d10 + 8) slashing damage plus 35 (10d6) poison damage. The target is grappled (escape DC 24) if it is a Large or smaller creature and the Nightcrawler doesn’t have another creature grappled.
Haste (Recharge 6). As a bonus action at the start of its turn, the nightwave can gain the benefits of a haste spell (no concentration required), which lasts until the start of its next turn. However, the extra action can only be used to take the dash, disengage, or hide action.
Cold Breath (Recharge 5-6). The nightcrawler exhales a 60-foot cone of frigid air. Each creature in that area must make a DC 22 Constitution saving throw, taking 81 (18d8) cold damage on a failed save, or half as much damage on a successful one.
Call Shadows (1/Day, Requires Night-Time). The nightcrawler conjures forth 2d4 + 1 shadows which appear in empty spaces within 60 feet of the nightcrawler. The shadows act on their own initiative and obey the nightcrawler’s telepathic commands.
The nightcrawler can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The nightcrawler regains spent legendary actions at the start of its turn.
Cast Innate At-Will Spell (Costs 2 Actions). The malaugrym casts an innate spell it can cast at will.
Move (Costs 2 Actions). The nightcrawler moves up to half its movement speed.
Pincer Attack. The nightcrawler makes a pincer attack.
Description
Nightshades
I never thought I would see a being with more raw hatred for the living than the Prince of Undeath, Orcus himself. However, Nightshades easily surpass even that loathing for life. They are embodiments of the malevolent night and merciless slaughter, compounded by a terrifying intellect and spellcasting prowess. They are gruesome ambassadors of death and darkness, whose arrival is preceded by the chilling stench of an open grave. Nightshades seek only to bring a swift end to life, and never ally with the living.
Anti-Life lieutenants. They are known to lead armies of undead and are capable of summoning shadows to weaken their opponents before their undead allies hungrily pounce on their victims. A nightshade at the helm of any undead horde brings both irresistible brawn and devious tactics to the army, and their aura of desecration bolsters undead troops, spurring them into action.
Wielders of Darkness. A nightshade's reputation for savagery is complemented by a very strategic approach to combat. Each Nightshade wields powerful magic, capable of darkening a wide swath of terrain, and utilizing the dark to conceal itself and attack enemies. Their wicked powers of sorcery are only magnified in darkness and add to their unrelenting brutality, transforming an already potent force into a nearly invincible avatar of desecration.
Undead Nature. Nightshades do not require air, food, drink, or sleep.
Nightcrawler
You may wish to think twice before you venture into the Wormwrithings
in search of precious gems, thinking you can handle a dim-witted purple worm.
Giant Worm of Death. A nightcrawler is a massive black worm, covered with plates of gloomy, chitinous armor. Its maw opens to reveal a 10 ft. in diameter wide entrance to a pitch-black gullet. Despite sharing the physiological shape of a purple worm, nightcrawlers possess a keen intellect and aptitude for spellcasting. Some scholars have speculated that nightcrawlers are formed as a result of purple worms stumbling across a border to the Shadowfell while burrowing through the underdark and becoming trapped there. In time, the pervasive, malicious powers of that plane heighten their intellect and infuse their being with the blessing of shadow magic, turning them into a force of pure destruction. When summoned to the Material Plane, a nightcrawler nests in the tunnels of the underdark, taking over tunnels and caverns occupied by purple worms. From there, they slowly amass an army of undead from the strewn corpses of former purple worm victims, as well as their own prey, before emerging to terrorize the surface world.
However, unlike purple worms, nightcrawlers do not excrete precious metals and gemstones. Instead, they taint any rock they borrow through, reducing it to putrid, necrotic slime which creates an environment only fertile for the growth of the undead.
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