Gargantuan Undead, Chaotic Evil
Armor Class 25
Hit Points 300 (20d12 + 140)
Speed 80 ft.
STR
28 (+9)
DEX
20 (+5)
CON
24 (+7)
INT
10 (+0)
WIS
18 (+4)
CHA
18 (+4)
Damage Immunities Cold, Necrotic, Poison
Condition Immunities Charmed, Frightened, Paralyzed, Petrified, Poisoned
Senses Darkvision 120 yrd, Passive Perception 20
Languages Abyssal
Challenge 20 (25,000 XP)
Proficiency Bonus +6
Traits

Orb of Annihilation: The Nightstalker's core is a massive orb of annihilation, a sphere of utter destruction that can devour all matter. The orb has a 30-foot radius and deals 10d10 force damage to all creatures and objects within it at the start of the Nightstalker's turn. Creatures in the orb must make a DC 25 Dex save or be pulled towards the center, taking an additional 5d10 force damage per round.

Actions

Multiattack: The Nightstalker makes two attacks: one with its bite and one with its claws.,


Bite: Melee attack: +14 to hit, reach 10 ft., one creature. Hit: 18 (2d10 + 9) piercing damage + 10 (2d6) necrotic damage.,


Claws: Melee attack: +14 to hit, reach 10 ft., one creature. Hit: 15 (2d6 + 9) slashing damage, and the target must make a DC 20 Con save or be drained of 1d4+1 levels.,


Darkness Aura: (Recharge 5-6) The Nightstalker emits a 60-foot radius of magical darkness, lasting 1 minute. Creatures in the area are blinded and have disadvantage on Wisdom (Perception) checks.

Bonus Actions

Void Lore: The Nightstalker can use its bonus action to sense the location and distance of all creatures within 1 mile that are vulnerable to darkness or fear.,


Consume Light: When a light source is used within 60 feet, the Nightstalker can react by making a Wisdom check to absorb the light, healing itself for 1d10 + its Wisdom modifier.,


Dimensional Rift: The Nightstalker can create a 5-foot radius of unstable space around itself, causing creatures within the area to make a DC 15 Dexterity saving throw or be teleported up to 30 feet in a random direction.,


Echoes of Eternity: The Nightstalker can whisper ancient, eldritch words, causing all creatures within 30 feet to make a DC 15 Wisdom saving throw or become frightened for 1 minute, taking psychic damage equal to the Nightstalker's Wisdom modifier at the start of each turn.

Reactions

Eclipse Shield: When targeted by an attack, the Nightstalker can react by imposing disadvantage on the attack roll if the attacker is in the shadows.,


Void Scream: When damaged, the Nightstalker can unleash a chilling scream, causing all creatures within 30 feet to make a DC 15 Constitution saving throw or become deafened for 1 minute.,


Abyssal Feedback: When targeted by a spell, the Nightstalker can react by reflecting the spell back at the caster if the spell's level is equal to or less than the Nightstalker's Wisdom modifier.

Legendary Actions

Consume: The Nightstalker targets a creature within the orb of annihilation, dealing an additional 10d10 force damage.,


Faze: The Nightstalker phases through a creature or object, becoming insubstantial and moving up to 30 feet without provoking opportunity attacks.,


Summon Minions: The Nightstalker summons 1d20+5 vampire fleet ships

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 Nightstalker ship looms like a skeletal monolith, its dark, twisted hull resembling a fusion of gothic architecture and abyssal horror. Barnacles of shadowy crystal clench its surface, as if the void itself is trying to consume it. The ship's prow is a gaping maw, eerily reminiscent of a demon's visage, forever frozen in a scream of eternal hunger. Faint, pulsating lights within the ship's windows seem to flicker with malevolent intent, like the dying embers of stars. The air around it feels heavy, as if the very concept of light fears to approach.

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.

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