3rd Edition Dungeons and Dragons
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The Nightmarcher
Nightmarcher
Here we go with my first 3rd Edition critter... the Nightmarcher.  I got this idea from Hawaiian myth.  The myth states that the nightmarchers (Fallen soldiers) roam the land at night claiming any soul they come upon.  There is a specific day of the year where the locals leave two doors in their house open to allow the Nightmarchers free passage through.
Image "Nightmarcher" is Copyright 2000 by Claudio Pozas
Nightmarcher, Small
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Small Undead
Hit Dice: 2d12 (12 hp)
Initiative: -1
Speed: 20 ft.
AC: 12 (+1 Size, -1 Dex, +2 Natural)
Attacks: Claw +2 melee
Damage: Claw 1d4+1
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Spell-like abilities
Special Qualities: Blindsight, undead, immunities, partial actions only
Saves: Fort +0, Ref -1, Will +3
Abilities: Str 12, Dex 8, Con --, Int 3, Wis 8, Cha 13
Skills: --
Feats: Quicken Spell-Like Ability

Climate/Terrain: Any land and underground
Organization: Solitary, Squad (6-10) or mob (11-20)
Challenge Rating: 1
Treasure: 1/2 Standard
Alignment: Always Chaotic Evil
Advancement Range: --


Nightmarcher, Medium
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Medium Undead
Hit Dice: 4d12 (24 hp)
Initiative: -1
Speed: 30 ft.
AC: 14 (-1 Dex, +5 Natural)
Attacks: Claw +5 melee
Damage: Claw 1d8+3
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Spell-like abilities, fear aura
Special Qualities: Blindsight, undead, immunities, partial actions only
Saves: Fort +0, Ref -1, Will +4
Abilities: Str 16, Dex 8, Con --, Int 3, Wis 9, Cha 15
Skills: --
Feats: Quicken Spell-Like Ability

Climate/Terrain: Any land and underground
Organization: Solitary, Squad (6-10) or mob (11-20)
Challenge Rating: 3
Treasure: 1/2 Standard
Alignment: Always Chaotic Evil
Advancement Range: --



Nightmarcher, Large
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Large Undead
Hit Dice: 6d12 (39 hp)
Initiative: -1
Speed: 40 ft.
AC: 16 (-1 Size, -1 Dex, +8 Natural)
Attacks: Claw +10 melee
Damage: Claw 1d12+7
Face/Reach: 5 ft. by 5 ft./10 ft.
Special Attacks: Spell-like abilities, fear aura, breath weapon
Special Qualities: Blindsight, undead, immunities, partial actions only
Saves: Fort +0, Ref -1, Will +5
Abilities: Str 24, Dex 6, Con --, Int 3, Wis 10, Cha 18
Skills: --
Feats: Quicken Spell-Like Ability, Toughness

Climate/Terrain: Any land and underground
Organization: Solitary, Squad (6-10) or mob (11-20)
Challenge Rating: 5
Treasure: 1/2 Standard
Alignment: Always Chaotic Evil
Advancement Range: --


Nightmarchers dwell in long forgotten ruins and underground caverns.  They are extremely sensitive to bright light, and thus come out of hiding only at night to travel forested regions in search of flesh.

They appear as a very decayed corpse.  The flesh hanging from their bones is blackened as if it were burnt.  Their fingers are tipped with sharp bone claws that are used to cut meat from their kill.  Their eye socets are hollow and filled with a red light.

It is said that anyone can become a nightmarcher upon death, doomed to roam the land for eternity in search of flesh to devour.  No one knows exactly how they come into existence, only that their rotting humanoid figures are evidence enough that they were once living creatures.

Nightmarchers are mindless stalkers that know nothing more than hunger.  They will attack any living creature on sight, hoping to feed on their flesh.  They are incapable of making conclusions or decisions.

Combat
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The nightmarcher knows nothing of tactics or maneuvering and is known to use its spell-like abilities at random times with no effect.  It will mindlessly fight to the bitter end anything it perceives as food.  Due to this, most prey that is killed is devoured within 1d3 hours per size category.

Spell-Like Abilities: Once per day- Darkness and Stinking Cloud.  These abilities are as the spells cast by a 6th level Sorcerer.  The save DC, where applicable, is 11 + Spell level for a Small nightmarcher, 12 + Spell level for a Medium-size nightmarcher, or 14 + Spell level for a Large nightmarcher.


Blindsight (Ex): The nightmarcher can ascertain creatures by nonvisual means (through hearing and vibration) with a range of 30 feet.

Undead: Immune to mine-influencing effects, poison, sleep, paralysis, stunning, and disease.  Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage.

Immunities (Ex): The nightmarcher has cold immunity.  Because it lacks internal organs, it is not damaged by piercing weapons and take only half damage from slashing weapons.

Partial Actions Only (Ex): The nightmarcher has poor reflexes and can perform only partial actions.  Thus they can move or attack, but not both in the same round.

Fear Aura (Su): The nightmarcher is shrouded in an aura of death and evil.  Creatures of less than 5 HD in a 50 foot radius that look at the nightmarcher must succeed at a Willpower save (DC 14 for Medium-size, DC 16 for Large) or be affected as though by fear as cast by a sorcerer of the level of the nightmarchers HD.

Breath Weapon (Su): The nightmarcher has one type of breath weapon, cone of corrosive gas.  The cone has a range of 30 feet.  Any character caught in the cone takes 2d4+1 damage.  If a character succeeds at a Reflex save (DC 15) he takes half the listed damage.  The nightmarcher can use its breath weapon once every 1d6 rounds.

The nightmarcher suffers a –1 to attack rolls in bright sunlight or within the radius of a daylight spell.  The nightmarcher also suffers 1 point of damage for each round it spends in bright sunlight or within the radius of a daylight spell.

Feats: The nightmarcher has the following feats.
Quicken Spell-Like Ability: The nightmarcher can use one of its spell-like abilities once per round as a free action.
My Email: thepowerdjinn@yahoo.com