Monster Dossier
Nightmarchers
Nightmarchers is a fantasy monster entry from source B3.
Traits
lngargantuanincorporealspirittroopundead
Rules & statistics
Monster Profile
Perception
27
Senses
- Name
- darkvision
- Name
- kinsense
Languages
- Languages
- common
Skills
- Athletics
- 25
- Religion
- 27
- Warfare lore
- 27
Ability Mods
- Str
- -5
- Dex
- 5
- Con
- 4
- Int
- 5
- Wis
- 5
- Cha
- 5
Defenses
- Ac
- 30
- Saving Throws
- Fort
- 24
- Ref
- 19
- Will
- 25
- Hp
- Hp
- 240
- Immunities
- poison
- precision
- death effects
- disease
- paralyzed
- sleep
- Weaknesses
- Amount
- 20
- Name
- area damage
- Name
- splash damage
- Resistances
- Amount
- 5
- Name
- all damage
- Note
- except force, ghost touch, or positive; double resistance vs. non-magical
Speed
- Abilities
- air walk
- troop movement
- Walk
- 25
Spellcasting
- Type
- Innate
- Tradition
- divine
- DC
- 31
- Entry
- Constant
- 4
- Spells
- Name
- air walk
Abilities
- Top
- Traits
- detection
- divination
- divine
- Entries
- 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.
- Name
- Kinsense
- Mid
- Traits
- aura
- auditory
- emotion
- fear
- mental
- Entries
- 90 feet, 31 (page 305)
- Name
- Frightful Presence
- Traits
- page 306
- Name
- Troop Defenses
- Bot
- Activity
- Number
- 2
- Unit
- action
- Traits
- divine
- evocation
- fire
- visual
- Entries
- Heat scorches those who lay eyes on the nightmarchers. All creatures in a 60-foot cone take 15d6 fire damage (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.
- Name
- Blazing Admonition
- Activity
- Number
- 1
- Unit
- action
- Name
- Form Up
- Activity
- Number
- 2
- Unit
- action
- Entries
- 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 (31 basic Reflex save). When the nightmarchers are reduced to 8 or fewer squares, this decreases to a 5-foot burst.
- Striking Koa 1 to 3 Frequency once per round; The troop attacks with spears, clubs, and leiomano against enemies within 5 feet (33 basic Reflex save) for their choice of bludgeoning, piercing, or slashing damage depending on the number of actions.
- 1 2d6+2 slashing damage 2 4d6+12 slashing damage 3 6d6+12 slashing damage.
- Name
- Missile Volley
- Entries
- 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||3|terrain, the extra movement cost applies to the whole group.
- Name
- Troop Movement
Background
Lore
No lore provided.