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