Awkward Movement. The Nightcrawler’s have extremely obscure walking patterns, making it extremely difficult to predict their movement. Whenever a Nightcrawler moves on its turn, it does not provoke opportunity attacks.
Elusive. When a Nightcrawler makes a dexterity saving throw, it takes half damage, if it succeeds it takes no damage and teleports within 5 ft of the caster.
Freaks of Nature. Nightcrawlers are unknown to most, whenever someone attempts to roll an intelligence roll to recall any prior knowledge of the creature has disadvantage. They also roam in groups of 2 and in such groups they have advantage on stealth checks as long as there are more than 1 witness.
Mind Boggle. Ranged Spell Attack: +6 to hit, reach 50 ft., one target. Hit: 12 (2d6 + 4) Psychic damage. If a target is hit by Mind Boggle, they must make a wisdom saving throw against a DC 14. If they fail, they fall victim to the Confusion spell effect.
Disappear. The Nightcrawler teleports 120 ft., however it cannot do this if it is within line of sight of another creature that isn’t a Nightcrawler.
Description
Faerûn Nightcrawlers ooze magic, as their bodies make no sense in our natural world. With silk white skin and thin legs that slowly and eerily move one step at a time. Their featureless faces riddle those who look at them, concerning them if they actually saw anything at all? Or if it was all just in their head.
Nightcrawlers are normally passive, but attack if they sense a creature with telepathic abilities, as they hate any creature that can truly understand and communicate with them.
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