NIGHTWALKER – 5e stats

Huge undead, chaotic evil

Armor Class 14
Hit Points 297 (22d12 + 154)
Speed 40 ft., fly 40 ft.

Proficiency Bonus +6
Proficiency Bonus +9 (5th Edition Advanced Mode)

STRDEXCONINTWISCHA
22 (+6)19 (+4)24 (+7)6 (-2)9 (-1)8 (-1)

Saving Throws Con + 13
Saving Throws (suggested) Str +12, Dex +10, Con + 13
Damage Resistances acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities necrotic, poison
Condition Immunities exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
Senses darkvision 120 ft., passive Perception 9
Languages –
Challenge 20 (25,000 XP)

Annihilating Aura. Any creature that starts its t urn within 30 feet of the nightwalker must succeed on a DC 21 Constitution saving throw or take 14 (4d6) necrotic damage and grant the nightwalker advantage on attack rolls against it until the start of the creature’s next turn. Undead are immune to this aura.

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.

ACTIONS

  • Multiattack. The nightwalker uses Enervating Focus twice, or it uses Enervating Focus and Finger of Doom, if available.
  • Enervating Focus. Melee Weapon Attack: +12 to hit, reach 15 ft. , one target. Hit: 28 (5d8 + 6) necrotic damage. The target must succeed o n a DC 21 Constitution saving throw or its hit point maximum is reduced by an amount equal to the necrotic damage taken. This reduction lasts until the target finishes a long rest.
  • Finger of Doom (Recharge 6). The nightwalker points at one creature it can see within 300 feet of it. The target must succeed on a DC 21 Wisdom saving throw or take 26 (4d12) necrotic damage and become frightened until the end of the nightwalker’s next turn. While frightened in this way, the creature is also paralyzed. If a target’s saving throw is successful, the target is immune to the nightwalker’s Finger of Doom for the next 24 hours.

5th Edition Advanced Mode
Limiting the power of a character and making the overall difficulty of the game harder, does not reduce the creativity, indeed it does quite the opposite.
The Game Master has the option to use any and all of the instances proposed in this guide, or just some of them according to their preference.

It is the lack of something that move and motivate characters, not the abundance of it


DESCRIPTION

A nightwalker is a terrifying creature of darkness and death, a towering humanoid-shaped mass of shadow that radiates a dreadful aura of cold and despair. A nightwalker is the result of a powerful and evil mortal who attempted to tap into the negative energy plane, but was instead consumed by it and replaced by a nightwalker. A nightwalker retains some of the memories and personality of its former self, but twisted by hatred and malice. A nightwalker seeks to destroy all life and light, and to spread the influence of the negative energy plane across the multiverse. A nightwalker has no eyes, but can see perfectly in darkness. It has no mouth, but can communicate telepathically with any creature within 100 feet. It has no need for food, water, air, or sleep, but it hungers for the life force of living beings.

COMBAT

A nightwalker is a formidable opponent in combat, capable of unleashing devastating attacks with its long arms or its dark powers. A nightwalker can drain the life force of any creature it touches, causing necrotic damage and weakening its defenses. A nightwalker can also project a beam of negative energy from its chest, targeting one creature or object within 120 feet. This beam can cause instant death or severe damage, depending on the nature of the target. A nightwalker can also cast a powerful spell called finger of doom, which can curse a creature to die or suffer greatly unless it resists with a strong will. A nightwalker is resistant to most forms of damage, except for radiant damage, which it fears and hates. A nightwalker is immune to necrotic damage and poison, as well as to many conditions that affect living creatures. A nightwalker can fly as fast as it can walk, and it can move through solid objects as if they were difficult terrain. A nightwalker can see through magical darkness, but it is blinded by bright light.

HABITAT / SOCIETY

A nightwalker originates from the negative energy plane, a plane of darkness and death that is hostile to all life. A nightwalker can travel to other planes through portals or rifts, usually created by powerful magic or planar anomalies. A nightwalker prefers to dwell in dark and desolate places, such as ruins, dungeons, graveyards, or swamps. A nightwalker avoids populated areas, unless it has a specific goal or target in mind. A nightwalker is usually solitary, but it can sometimes ally with other creatures of darkness or evil, such as undead, fiends, or cultists. A nightwalker can also create new allies by transforming humans it kills into bodaks, undead servants that share its hatred for life. A nightwalker can only perform this ritual in the Shadowfell, a plane of shadows that is connected to the negative energy plane.

ECOLOGY

A nightwalker is an unnatural and malevolent creature that has no place in the natural order. A nightwalker does not reproduce or age, but it can be destroyed by powerful magic or weapons. A nightwalker has no interest in treasure or material wealth, but it may collect items that remind it of its former life or that have some sentimental value. A nightwalker feeds on the life force of living creatures, but it does not need to do so to survive. A nightwalker kills for pleasure and spite, and to further its dark agenda. A nightwalker has no natural predators or enemies, except for those who oppose its evil plans or who wield radiant power. A nightwalker is an enemy of all living things, especially those who worship or serve positive forces, such as gods of light, life, or healing.