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Nightshade: Nightwalker

by Sheldon Morris

Huge undead (nightshade), lawful evil
Armour Class 19 (natural armour)
Hit Points 250 (20d12 + 120)
Speed 40 ft.
25 (+7)|12 (+1)|23 (+6)|19 (+4)|19 (+4)|22 (+6)
Saving Throws Int +10, Wis +10
Skills Athletics +13, Intimidation +12
Damage Immunities acid, cold, fire, lightning, necrotic, poison, bludgeoning, piercing, and slashing from nonmagical weapons
Condition Immunities blinded, charmed, deafened, frightened, petrified, poisoned
Senses truesight 60 ft., passive Perception 14
Languages understands all but can't speak, telepathy 120 ft.
Challenge 19 (22,000 XP)

Ethereal Jaunt. As a bonus action, the nightwalker can magically shift from the Material Plane to the Ethereal Plane, or vise versa.

Ethereal Sight. The nightwalker can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vise versa.

Innate Spellcasting. The nightwalker's innate spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). The nightwalker can innately cast the following spells, requiring no material components:
At will: charm person, detect magic
3/day each: darkness, dispel magic, haste, invisibility
2/day each: confusion, contagion, cloudkill, hold monster
1/day each: finger of death

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

Nightshade Presence. The presence of a nightwalker has an effect on it's surroundings within a radius of 120 feet. This aura is felt as chilled air, and spoils all food, water, holy water, potions, salves, and ointments (even if magical), making them functionally useless. Nightwalkers are often at a disadvantage when attempting to surprise their victims due to their aura.

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

Turn Resistance. The Nightwalker has advantage on saving throws against any effect that turns undead.

Multiattack. The nightwalker uses Summon Undead if it can, and one fist attack. Alternatively, it makes two fist attacks.

Fist. Melee Weapon Attack: +13 to hit, reach 10 ft., one target.
Hit: 23 (3d10 + 7) bludgeoning damage, plus 27 (5d10) poison damage if the target is a creature.

Summon Undead (Recharges after a Short or Long Rest). The Nightwalker magically summons three will-o'-wisps, a ghost, or a wraith. The summoned undead appear in an unoccupied space within 60 feet of its summoner and acts as an ally of its summoner. They remain for 1 hour, until it or its summoner dies, or until its summoner dismisses it as an action.