Nightwalker
Huge undead · Chaotic Evil
Armor Class: 14
hit Points: 297 (22d12 + 154)
Speed: 40ft., fly 40ft.
Str : 22
Dex : 19
Con : 24
Wis : 9
Int : 6
Cha : 8
Saving Throws: Con: +13
Damage Resistances: acid, cold, fire, lightning, thunder; and bludgeoning, piercing and slashing from nonmagical attacks
Damage Immunities: necrotic, poison
Condition Immunities: exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
Senses: darkvision 120 ft., passive perception 9
Languages: error
Challenge: 20
Traits
Annihilating Aura: Any creature that starts its turn within 30 feet of the nightwalker must make a DC21 Constitution saving throw or take 14 (4d6) necrotic damage and give the nightwalker advantage on attack rolls against it until the start of the creature’s next turn. This energy can’t hurt the undead.
Life Eater: A creature reduced to 0 hit points from damage dealt by the nightwalker dies and can’t be revived by any means short of a wish spell.
Actions
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, 15-foot range, one target. Hit: 28 (5d8 + 6) necrotic damage. The target must pass a Constitution saving throw with a DC of 21 or its maximum hit points will go down by the same amount as the necrotic damage it took. This effect stays in place until the target has finished a long rest.
Finger of Doom – Recharge: The nightwalker points at one thing within 300 feet of it that it can see. The target must make a DC 21 Wisdom saving throw or take 26 (4d12) necrotic damage and be scared until the end of the nightwalker’s next turn. When it is scared like this, the creature can’t move. If a target makes a good saving throw, the nightwalker’s Finger of Doom can’t hurt them for the next 24 hours.