Nightwalker

Huge undead, Chaotic Evil

Armor Class

14

Hit Points

297 (22d12+154)

Speed

walk 40 ft., fly 40 ft.

Saves

Con +13

Damage Resistances

acid, cold, fire, lightning, thunder; bludgeoning, piercing, slashing from nonmagical attacks

Damage Immunities

necrotic, poison

Condition Immunities

exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained

Senses

darkvision 120 ft.

Challenge

20

Annihilating Aura

Any creature that starts its turn 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 on 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.

Nightwalker

Huge undead, typically chaotic evil

Armor Class

14

Hit Points

337 (25d12 + 175)

Speed

walk 40 ft., fly 40 ft.

Saves

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.

Languages

Challenge

20

Proficiency Bonus

+6

Annihilating Aura

Any creature that starts its turn within 30 feet of the nightwalker must succeed on a DC 21 Constitution saving throw or take 21 (6d6) necrotic damage. Undead are immune to this aura.

Life Eater

A creature dies if reduced to 0 hit points by the nightwalker and can't be revived except by a wish spell.

Unusual Nature

The nightwalker doesn't require air, food, drink, or sleep.

Actions

Multiattack

The nightwalker makes two Enervating Focus attacks, one of which can be replaced by 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 on 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. The target dies if its hit point maximum is reduced to 0.

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 39 (6d12) 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.