Large Aberration, Chaotic Evil
Armor Class 14 Natural Armour
Hit Points 4 (2d8)
Speed 40 ft.
STR
8 (-1)
DEX
16 (+3)
CON
16 (+3)
INT
14 (+2)
WIS
12 (+1)
CHA
10 (+0)
Saving Throws DEX +6
Skills Intimidation +16
Damage Immunities Necrotic
Condition Immunities Frightened, Petrified, Unconscious
Senses Darkvision, Passive Perception 12
Languages Abyssal
Challenge 8 (3,900 XP)
Proficiency Bonus +3
Traits

Annihilating Aura. Any creature that starts its turn within 15 feet of the nightwalker must succeed on a DC 14 Constitution saving throw or take (1d6) necrotic damage.

Life Eater. A creature reduced to 0 hit points from damage dealt by the nightwalker dies and can’t be revived by any means short of a wish spell.

Life lived in darkness. The Nightwalker has disadvantage on attacks when not in darkness or shadow.

Actions

Enervating Focus . Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit:  (2D8) necrotic damage. The target must succeed on a DC 12 Constitution saving throw or it becomes marked by shadow. The creature takes (1D6) necrotic damage while it remains in darkness. Moving into the light removes this effect.

Bonus Actions

Shadow-step. The Nightwalker can teleport to an area of darkness within 30 ft once a round. Doing so reduces the Nightwalker's speed to 0. 

Reactions

Opportunity attack. You can make an Opportunity Attack when a creature that you can see leaves your reach using its action, its Bonus Action, its Reaction, or one of its speeds. To make the Opportunity Attack, take a Reaction to make one melee attack with a weapon or an Unarmed Strike against the provoking creature. The attack occurs right before the creature leaves your reach.

Legendary Actions

Summon Undead. The aspect of the nightwalker summons its choice of 1d6 shadows, 1d4  nightshade zombies or wraiths, or 1d2 dread specters. Summoned creatures appear in unoccupied spaces of the nightwalker's choice within 60 feet of it and are under the nightwalker's control. Summoned creatures disappear after 1 hour, when the nightwalker dies, or when the nightwalker dismisses them as an action.

Mythic Actions

Mythic Action Name. Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

The Negative Plane is a place of darkness and death, anathema to all living things. Yet there are those who would tap into its fell power, to use its energy for sinister ends. Most often, when such individuals approach the midnight realm, they find they are unequal to the task. Those not destroyed outright are sometimes drawn inside the plane and replaced by nightwalkers, terrifying undead creatures that devour all life they encounter. Use sources of magical light to withdraw this personality.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Previous Versions

Name Date Modified Views Adds Version Actions
2/16/2025 6:20:21 PM
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Habitat: Planar (Shadowfell)

ArmenianColossus130

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