Nightcrawler (5e Creature)
Nightcrawler
Gargantuan undead (nightshade), chaotic evil Armor Class 18 (natural armor; 20 with haste)
Saving Throws Wisdom +10 Innate Spellcasting. The nightcrawler's innate spellcasting ability is Charisma (save DC 17). The nightcrawler can cast the following spells, requiring no material components: At will: blight, contagion, darkness, detect magic, dispel magic (as a 5th-level spell), haste*, invisibility, see invisibility* *The nightcrawler casts these spells on itself before combat. Magic Resistance. The nightcrawler has advantage on saving throws against spells and other magical effects. Magic Weapons. The nightcrawler's weapon attacks are magical. Shadow Camouflage. While in dim light or darkness, the nightcrawler can take the Hide action as a bonus action, and has advantage on Dexterity (Stealth) checks. Shadow Sight. Magical darkness doesn't impede the nightcrawler's darkvision. Sunlight Weakness. While in sunlight, the nightcrawler has disadvantage on attack rolls, ability checks, and saving throws. Turn Resistance Aura. The nightcrawler and any other undead creature within 30 feet of it have advantage on saving throws against any effect that turns undead. ACTIONSMultiattack. The nightcrawler makes two attacks: one with its bite and one with its stinger. Bite. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 22 (3d8 + 9) piercing damage. If the target is a Large or smaller creature, it must succeed on a DC 20 Dexterity saving throw or be swallowed by the nightcrawler. A swallowed creature is blinded and restrained and has total cover against attacks and other effects outside the nightcrawler. Stinger. Melee Weapon Attack: +14 to hit, reach 10 ft., one creature. Hit: 19 (3d6 + 9) piercing damage, and the target must make a DC 20 Constitution saving throw, taking 42 (12d6) poison damage on a failed save, or half as much damage on a successful one. Summon Undead (1/Day). The nightcrawler summons its choice of 1d8 + 8 shadows, 1d4 + 2 nightshade zombies or wraiths, or 1d4 dread specters. Summoned creatures appear in unoccupied spaces of the nightcrawler's choice within 60 feet of it and are under the nightcrawler's control. Summoned creatures disappear after 1 hour, when the nightcrawler dies, or when the nightcrawler dismisses them as an action.
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A nightcrawler is a gargantuan behemoth which is a Shadowfell-native relative of the purple worm, and is utterly black in color. |
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