Blindsight This creature can detect enemies by using nonvisual senses. It automatically succeeds on rolls against an enemy creatures Conceal ability. It can also move at normal speed even if it cannot see. Attackers this creature cannot see do not gain an attack bonus against it. This creature ignores Gaze Attacks, invisibility effects, and the Hide ability.
Cleave Once per turn, after this creature destroys an enemy by reducing its hit points to 0 with its melee attack (even an attack of Opportunity), it can immediately make one extra melee attack against another enemy. If the acting creature can make more than one melee attack, it uses the same one that destroyed the first enemy.
Conceal 6 When another creature gets an attack result against this creature that would be a hit, the attacker must roll 1d20. If the result of the second roll equals or exceeds 6, the attack hits; otherwise, it automatically misses. Even a natural 20 on the attack roll misses if the attackers roll against Conceal fails. If several effects grant Conceal to a creature, only the highest rating applies.
DR 5 Takes 5 less damage from nonmagical melee and ranged attacks.
Immune Cold The creature is not affected by Cold.
Melee Reach 3 This creature can make melee attacks against enemies that are up 3 squares away. Use the ranged attack rules (see page 15) to determine whether the attacker has line of sight to the target and whether the target has cover. This ability does not allow a creature to threaten squares that are not adjacent or make attacks of opportunity against enemies that are not adjacent. Nor does it allow a charging or rushing creature to stop before it is adjacent to the enemy it is rushing or charging. A creature using Melee Reach to attack at a distance does not create a flanking situation.
Save = 10 Add 10 instead of level to saves
Spell Resistance May ignore spells unless the caster rolls 11+
Quickened Unholy Blight
sight; radius 4; good creatures take 15 damage and gain attack -2, swift action; DC 18
Cone of Cold
cone; 30 cold damage; DC 19
Hold Monster sight; Paralysis; DC 19
Finger of Death
range 6; destroy living creature; 25 damage instead on successful save, DC 21
CE |
Nightwalker |
393 Points |
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72/72 ° Dungeons & Dragons ° © Wizards
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