Thanks to visit codestin.com
Credit goes to www.scribd.com

0% found this document useful (0 votes)
88 views3 pages

Night Walker Statblok

Uploaded by

jqncc5cwz8
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
88 views3 pages

Night Walker Statblok

Uploaded by

jqncc5cwz8
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 3

Gudav Skygge, the Nightwalker Lord

Large Monstrosity, Nightwalker, Chaotic Evil. Legendary Enemy: The Nightwalker has 3 ( ) Legendary
Level 20 Barbarian, Level 20 Sorceror, Level 10 Warlock resistances, and 4 Legendary actions per round.
Armor Class: 23 (+3 Armor) 1 Legendary action per spell and attack.
Hit Points: 649 (20d20 +400) 2 Legendary actions for a target to make a DC 21 Wisdom Save
Speed: 60 ft. walking and flying, ADV. on Initiative or be charmed for 1 min. (10 rounds).

STR DEX CON INT WIS CHA


ACTIONS
26 20 24 18 18 20
(+8) (+5) (+7) (+4) (+4) (+5) Multiattack: 3 attacks or 1 attack and 1 spell
Skills: Acrobatics +11, Arcana +4, Athletics +14, Deception
+11, Intimidation +11, Investigation +10, Perception +16, Enervating Focus. Melee Weapon Attack: +12 to hit, reach 15
Stealth +17 ft., one target. Hit: 28 (5d8 + 6) necrotic damage. The target
Saves: STR +14, DEX +11, CON +13, INT +10, WIS +10, must succeed on a DC 21 Constitution saving throw or its hit
CHA +11 point maximum is reduced by an amount equal to the necrotic
CR: Approximately 60 damage taken. This reduction lasts until the target finishes a
Resistances: All damage except force, radiant, and long rest.
bludgeoning, piercing, and slashing from magical weapons. Finger of Doom. The nightwalker points at one creature it
(Resists all damage except force and radiant while raging) can see within 300 feet of it. The target must succeed on a DC
Immunities: Necrotic and Poison 21 Wisdom saving throw or take 26 (4d12) necrotic damage
Annihilating Aura. Any creature that starts its turn within and become frightened until the end of the nightwalker's next
30 feet of the nightwalker must succeed on a DC 21 turn. While frightened in this way, the creature is also
Constitution saving throw or take 14 (4d6) necrotic damage paralyzed. If a target's saving throw is successful, the target is
and grant the nightwalker advantage on attack rolls against it immune to the nightwalker's Finger of Doom for the next 24
until the start of the creature's next turn. hours.
Life Eater. A creature reduced to 0 hit points from damage Gaze. Demogorgon turns his magical gaze toward one creature
dealt by the nightwalker dies and can't be revived by any means that he can see within 120 feet of him. That target must make a
short of a wish spell. DC 23 Wisdom saving throw. Unless the target is
Shapechanger. At will, the Nightwalker can polymorph into incapacitated, it can avert its eyes to avoid the gaze and to
any humanoid of your size that you have seen, or back into automatically succeed on the save. If the target does so, it can't
your true form. Your equipment changes with you. If you die, see Demogorgon until the start of his next turn. If the target
you revert to your natural appearance. looks at him in the meantime, it must immediately make the
Magic Resistance. The nightwalker has advantage on saving save. If the target fails the save, the target suffers one of the
throws against spells and other magical effects. following effects of Demogorgon's choice or at random:
Shadow Camouflage. While in dim light or darkness, the 1. Beguiling Gaze. The target is stunned until the start of
nightwalker can take the Hide action as a bonus action, and has Demogorgon's next turn or until Demogorgon is no longer
advantage on Dexterity (Stealth) checks. within line of sight.
Shadow Sight. Magical darkness doesn't impede the 2. Hypnotic Gaze. The target is charmed by Demogorgon until
nightwalker's darkvision. the start of Demogorgon's next turn. Demogorgon chooses
Displacement. The Nightwalker projects a magical illusion how the charmed target uses its actions, reactions, and
that makes it appear to be standing near its actual location, movement.
causing attack rolls against it to have disadvantage. If it is hit by 3. Insanity Gaze. The target suffers the effect of the confusion
an attack, this trait is disrupted until the end of its next turn. spell without making a saving throw. The effect lasts until the
This trait is also disrupted while the nightwalker is start of Demogorgon's next turn. Demogorgon doesn't need to
incapacitated or has a speed of 0. concentrate on the spell.
Lucky. 3 ( ) Luck Points
Gudav Skygge, the Nightwalker Lord
BARBARIAN TRAITS Shadow Walk. When you are in dim light or darkness, as a
Rage. (Unlimited and Unending) As a bonus action, you gain bonus action, you can magically teleport up to 120 feet to an
the following benefits: You have advantage on Strength checks unoccupied space you can see that is also in dim light or
and Strength saving throws. When you make a melee weapon darkness.
attack using Strength, you gain a +5 bonus to damage, You Umbral Form. You can spend 6 sorcery points as a bonus
have resistance to bludgeoning, piercing, and slashing damage. action to magically transform yourself into a shadowy form. In
Reckless Attack. When you make your first attack on your this form, you have resistance to all damage except force and
turn, you can decide to attack recklessly. Doing so gives you radiant damage, and you can move through other creatures and
advantage on melee weapon attack rolls using Strength during objects as if they were difficult terrain. You take 5 force damage
this turn, but attack rolls against you have advantage until your if you end your turn inside an object. You remain in this form
next turn. for 1 minute. It ends early if you are incapacitated, if you die, or
Danger Sense. You have advantage on Dexterity saving throws if you dismiss it as a bonus action.
against effects that you can see, such as traps and spells. Metamagic.
Brutal Critical. 3 extra damage die on a crit. ● Twinned Spell. When you cast a spell that targets
Relentless Rage. If you drop to 0 hit points while you’re only one creature and doesn’t have a range of self,
raging and don’t die outright, you can make a DC 10 you can spend a number of sorcery points equal to
Constitution saving throw. If you succeed, you drop to 1 hit the spell’s level to target a second creature in range
point instead. Each time you use this feature after the first, the with the same spell (1 sorcery point if the spell is a
DC increases by 5. cantrip).
Indomitable Might. If your total for a Strength check is less ● Quickened Spell. When you cast a spell that has a
than your Strength score, you can use that score in place of the casting time of 1 action, you can spend 2 sorcery
total. points to change the casting time to 1 bonus action
SORCERER TRAITS for this casting.
Hound of Ill Omen. As a bonus action, you can spend 3 ● Heightened Spell. When you cast a spell that forces
sorcery points to magically summon a hound of ill omen to a creature to make a saving throw to resist its effects,
target one creature you can see within 120 feet of you. The you can spend 3 sorcery points to give one target of
hound uses the dire wolf's statistics (see the Monster Manual or the spell disadvantage on its first saving throw made
appendix C in the Player's Handbook), with the following against the spell.
changes: ● Distant Spell. When you cast a spell that has a
• The hound is size Medium, not Large, and it counts as range of 5 feet or greater, you can spend 1 sorcery
a monstrosity, not a beast. point to double the range of the spell. When you
• It appears with a number of temporary hit points cast a spell that has a range of touch, you can spend
equal to half your sorcerer level. 1 sorcery point to make the range of the spell 30 feet.
• It can move through other creatures and objects as Sorcerous Restoration. You regain 4 expended sorcery points
if they were difficult terrain. The hound takes 5 force and all spell slots whenever you finish a short rest.
damage if it ends its turn inside an object.
• At the start of its turn, the hound automatically knows
its target's location. If the target was hidden, it is no longer
hidden from the hound. The hound appears in an unoccupied
space of your choice within 30 feet of the target. Roll initiative
for the hound. On its turn, it can move only toward its target
by the most direct route, and it can use its action only to at-
tack its target. The hound can make opportunity attacks, but
only against its target. Additionally, while the hound is within
5 feet of the target, the target has disadvantage on saving
throws against any spell you cast. The hound disappears if it is
reduced to 0 hit points, if its target is reduced to 0 hit points, or
after 5 minutes.
Gudav Skygge, the Nightwalker Lord

WARLOCK TRAITS
Mire the Mind. You can cast slow once using a warlock spell
slot. You can’t do so again until you finish a long rest.
Sculptor of Flesh. You can cast polymorph once using a
warlock spell slot. You can’t do so again until you finish a long
rest.
Thief of Five Fates. You can cast bane once using a warlock
spell slot. You can’t do so again until you finish a long rest.
Eldritch Spear. When you cast eldritch blast, its range is 300
feet.
Agonizing Blast. When you cast eldritch blast, add your
Charisma modifier to the damage it deals on a hit.
Dark One’s Blessing. When you reduce a hostile creature to 0
hit points, you gain temporary hit points equal to 15.
Dark One’s Own Luck. You can call on your patron to alter
fate in your favor. When you make an ability check or a saving
throw, you can use this feature to add a d10 to your roll. You
can do so after seeing the initial roll but before any of the roll’s
effects occur. Once you use this feature, you can’t use it again
until you finish a short or long rest.
Fiendish Resilience. You can choose one damage type when
you finish a short or long rest. You gain resistance to that
damage type until you choose a different one with this feature.
Damage from magical weapons or silver weapons ignores this
resistance.

You might also like