- 20 (25,000 XP)
Annihilating Aura. Any creature that starts its turn within 9 meters of the nightwalker must succeed on a DC 21 Fortitude saving throw or take 14 (4d6) necrotic damage and grant the nightwalker advantage on attack rolls against it until the start of the creature’s next turn. Undead are immune to this aura.
Dashing Strike. If the nightwalker uses its action to Dash, it can use a bonus action to make one melee weapon attack or shove a creature.
Life Eater. A creature reduced to 0 health from damage dealt by the nightwalker dies and can’t be revived by any means short of a wish spell.
Multiattack. The nightwalker uses Enervating Focus twice, or it uses Enervating Focus and Finger of Doom, if available.
Enervating Focus. Melee Weapon Attack: +12 to hit, reach 4.5 m. Hit: 28 (5d8 + 6) necrotic damage. The target must succeed on a DC 21 Fortitude saving throw or its maximum health is reduced by an amount equal to the necrotic damage taken. This reduction lasts until the target finishes a long rest.
Finger of Doom (Recharge 6). The nightwalker points at one creature it can see within 90 meters of it. The target must succeed on a DC 21 Will saving throw or take 26 (4d12) necrotic damage and become frightened until the end of the nightwalker’s next turn. While frightened in this way, the creature is also paralyzed. If a target’s saving throw is successful, the target is immune to the nightwalker’s Finger of Doom for the next 24 hours.