Page 217 - Mordenkainen's Tome of Foes Deluxe
P. 217

N IGHTWALK ER
                                                               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 in-
                                                               side the plane and replaced by nightwalkers, terrifying
                                                               undead creatures that devour all life they encounter.
                                                                 Mighty Spawn. One can reach the Negative Plane
                                                               from the Shadowfell, much in the same way that it
                                                               is possible to step from the Material Plane into the
                                                               S hadowfell in a place where the barrier between the
                                                               planes is thin.
                                                                 Stepping into the Negative Plane is tantamount to
                                                               suicide, since the plane sucks the life and soul from
                                                               such audacious creatures and annihilates them at
                                                               once. Those few who survive the effort do so by sheer
                                                               luck or by harnessing some rare form of magic that
                                                               protects them against the hostile atmosphere. They
  ยท .                                                          soon discover, however, that they can't leave as easily
                                                               as they arrived. For each creature that enters the plane,
                                                               a nightwalker is released to take its place. In order for
                                                               a trapped creature to escape, the released nightwalker
                                                               must be lured back to the Negative Plane by offerings of
                                                               life for it to devour. If  the nightwalker is destroyed, the
                                                               trapped creature has no hope of escape.
                                                                 Beings of Anti-Life. One can discern the nature of
                                                               creatures trapped in the Negative Plane from the sites
                                                               that nightwalkers frequent. Generally, a nightwalker on
                                                               the Material Plane is attracted to elements of the world
                                                               associated with the creature responsible for its creation.
                                                               Such interest doesn't indicate a willingness to engage
                                                               with the world; nightwalkers exist to make life extinct
                                                               and never to serve living things.
                                                                 Undead Nature. A nightwalker doesn't require air,
                                                               food, drink, or sleep.

           NIGHTWALKER                                         Life Eater. A creature reduced to 0 hit points from damage
           Huge undead, chaotic evil                           dealt by the nightwalker dies and can't be revived by any means
                                                               short of  a wish spell.
           Armor Class 14
                                                               ACT ION S
           Hit Points 297 (22dl2 +  154)
           Speed 40 ft., fly 40 ft.                            Multiattack. The nightwalker uses Enervating Focus twice, or it
                                                               uses Enervating Focus and Finger of Doom, if available.
             STR     DEX    CON      INT    WIS    CHA
            22 (+6)   19 (+4)   24 (+7)   6 (- 2)   9 (- 1)   8 (-1)   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
           Saving Throws Con +  13
                                                               point maximum is  reduced by an amount equal to the necrotic
           Damage Resistances acid, cold, fire, lightning, thunder;
                                                               damage taken. This reduction lasts until the target finishes a
            bludgeoning, piercing, and slashing from nonmagical attacks
                                                               long rest.
           Damage Immunities necrotic, poison
           Condition Immunities exhaustion, frightened, grappled,
                                                               Finger of  Doom (Recharge 6). The nightwalker points at one
            paralyzed, petrified,  poisoned, prone, restrained
                                                               creature it can see within 300 feet ofit. The target must
           Senses darkvision 120 ft., passive Perception 9
                                                               succeed on a  DC 21  Wisdom saving throw or take 26 (4dl 2)
           Languages-
                                                               necrotic damage and become frightened until  the end of the
           Challenge 20 (25,000 XP)
                                                               nightwalker's next turn. While frightened  in this way, the crea-
                                                               ture is also paralyzed. If a target's saving throw is successful,
           Annihilating Aura. Any creature that starts its turn within 30
                                                               the target is immune to the nightwalker's Finger of  Doom for
           feet of  the nightwalker must succeed on a DC 21  Constitution
                                                               the next 24 hours.
           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.
          CHAPTER 6  I BESTIARY
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