Monster Dossier

Nightmarchers

Nightmarchers is a fantasy monster entry from source B3.

Level 14

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.