Nightwalker (5e Creature)
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Huge undead (nightshade), chaotic evil
Saving Throws Wis +9
Evil Gaze. When a creature that can see the nightwalker's eyes starts its turn within 30 feet of the nightwalker, the nightwalker can force that creature to make a DC 16 Wisdom saving throw if the nightwalker isn't incapacitated and can see the creature. A creature that fails this saving throw is stunned by fear until the start of its next turn.
Innate Spellcasting. The nightwalker's innate spellcasting ability is Charisma (save DC 16). The nightwalker can cast the following spells, requiring no material components:
At will: blight (as a bonus action), contagion, darkness, detect magic, haste*, see invisibility*
*The nightwalker casts these spells on itself before combat.
Magic Weapons. The nightwalker's weapon attacks are magical.
Trample. When the nightwalker enters an enemy's space for the first time on a turn, the enemy must succeed on a DC 19 Dexterity saving throw or take 19 (3d6 + 9) bludgeoning damage and be knocked prone.
Multiattack. The nightwalker makes one crush attack against each creature it is grappling. It then makes two additional crush attacks.
Crush. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 19 (3d6 + 9) bludgeoning damage, and the target is grappled (escape DC 19). The nightwalker has two arms, each of which can grapple one creature.
Summon Undead (1/Day). The nightwalker summons its choice of 1d6 + 6 shadows, 1d4 + 2 nightshade zombies or wraiths, or 1d2 dread specters. Summoned creatures appear in unoccupied spaces of the nightwalker's choice within 60 feet of it and are under the nightwalker's control. Summoned creatures disappear after 1 hour, when the nightwalker dies, or when the nightwalker dismisses them as an action.
Native to the Shadowfell, nightwalkers are human-shaped, 20-foot-tall horrors that haunt the darkness. They lurk in dark areas, where they can almost always surprise the unwary.