Nightmarchers

CREATURE 14

ln gargantuan incorporeal spirit troop undead 

Perception +27; darkvision, kinsense

Languages Common

Skills Athletics +25, Religion +27, Warfare Lore +27

Str -5 Dex +5 Con +4 Int +5 Wis +5 Cha +5

Kinsense (detection, divination, divine) Nightmarchers can detect creatures who are their kin, whether by blood or bond, as an imprecise sense. If they focus their senses on a creature by Seeking, they learn whether they are related to that creature, and how.

AC  30; Fort +24, Ref +19, Will +25

HP 240; Immunities poison, precision, death effects, disease, paralyzed, sleep; Weaknesses area damage 20, splash damage; Resistances all damage 5 (except force, ghost touch, or positive; double resistance vs. non-magical)

Frightful Presence (aura, auditory, emotion, fear, mental) 90 feet, DC 31 (page 305)

Troop Defenses (page 306)

Speed 25 feet; air walk, troop movement

Divine Innate Spells DC 31; Constant (4th) air walk

Blazing Admonition [>>] (divine, evocation, fire, visual) Heat scorches those who lay eyes on the nightmarchers. All creatures in a 60-foot cone take 15d6 fire damage (DC 34 basic Reflex save). Prone creatures and the nightmarchers' kin are unaffected as long as they have not taken a hostile action against the nightmarchers. The nightmarchers can't use Blazing Admonition for 1d4 rounds.

Form Up [>]

Missile Volley [>>] The nightmarchers fling a hail of spears and stones, dealing 5d6+9 bludgeoning or piercing damage to creatures in a 10-foot burst within 20 feet (DC 31 basic Reflex save). When the nightmarchers are reduced to 8 or fewer squares, this decreases to a 5-foot burst. Striking Koa [>] to [>>>] Frequency once per round; The troop attacks with spears, clubs, and leiomano against enemies within 5 feet (DC 33 basic Reflex save) for their choice of bludgeoning, piercing, or slashing damage depending on the number of actions. [>] 2d6+2 slashing damage [>>] 4d6+12 slashing damage [>>>] 6d6+12 slashing damage.

Troop Movement Whenever the nightmarchers Stride, they first Form Up as a free action to condense into a 20-foot-by-20-foot area (minus any missing squares), then move. This works just like a Gargantuan creature moving; for instance, if any of the nightmarchers' squares enter difficult terrain, the extra movement cost applies to the whole group.

Bestiary 3, page 187.

Open Nightmarchers in the interactive creatures list or browse all creatures starting with N.