Nightwalker (5e Creature)

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Huge undead (nightshade), chaotic evil

Armor Class 16 (natural armor; 18 with haste)
Hit Points 241 (21d12 + 105)
Speed 40 ft.

28 (+9) 12 (+1) 20 (+5) 18 (+4) 18 (+4) 16 (+3)

Saving Throws Wis +9
Skills Insight +9, Perception +14, Stealth +6, Survival +9
Proficiency Bonus +5
Damage Vulnerabilities radiant
Damage Immunities cold, poison; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered
Condition Immunities exhaustion, poisoned
Senses darkvision 120 ft., passive Perception 24
Languages Undercommon, telepathy 100 ft.
Challenge 16 (15,000 XP)

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.
Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can't see the nightwalker until the start of its next turn, when it can avert its eyes again. If the creature looks at the nightwalker in the meantime, it must immediately make the save.

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*
3/day: confusion, dispel magic (as a 5th-level spell), hold monster, invisibility
1/day: cone of cold (as a 7th-level spell), finger of death, plane shift

*The nightwalker casts these spells on itself before combat.

Magic Resistance. The nightwalker has advantage on saving throws against spells and other magical effects.

Magic Weapons. The nightwalker's weapon attacks are magical.

Shadow Camouflage. While in dim light or darkness has advantage on Dexterity (Stealth) checks made to hide.

Shadow Sight. Magical darkness doesn't impede the nightwalker's darkvision.

Sunlight Weakness. While in sunlight, the nightwalker has disadvantage on attack rolls, ability checks, and saving throws.

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.

Turn Resistance Aura. The nightwalker and any other undead creature within 30 feet of it have advantage on saving throws against any effect that turns undead.


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.


Shadow Stealth. While in dim light or darkness, the nightwalker takes the Hide 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.

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