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PFS StandardNightmarchers

While smooth roads remain a traveler's blessing, walking them after sunset risks nightmarcher attack. The ringing of conch shells and beating of drums herald the coming of these spirits as they walk the royal highways, unfettered by walls or barriers. Nightmarchers react violently to those in their path. If a bystander is fortunate, an ancestor's spirit might call out to spare them. Those who refuse to show proper deference might be reduced to little more than ash on the wind come sunrise.

Recall Knowledge - Spirit (Occultism): DC 32
Recall Knowledge - Undead (Religion): DC 32
Unspecific Lore: DC 30
Specific Lore: DC 27

Elite | Normal | Weak
Proficiency without Level

NightmarchersCreature 14

Legacy Content

LN Gargantuan Incorporeal Spirit Troop Undead 
Source Bestiary 3 pg. 187
Perception +27; darkvision, kinsense
Languages Common
Skills Athletics +25, Religion +27, Warfare Lore +27
Str -5, Dex +5, Con +4, Int +5, Wis +5, Cha +5
Kinsense (detection, divination, divine) Nightmarchers can detect creatures who are their kin, whether by blood or bond, as an imprecise sense. If they focus their senses on a creature by Seeking, they learn whether they are related to that creature, and how.
AC 30; Fort +24, Ref +19, Will +25
HP 240; Thresholds 160 (12 squares), 80 (8 squares); Immunities death effects, disease, paralyzed, poison, precision, sleep; Resistances all damage 5 (except force, ghost touch, or positive; double resistance vs. non-magical); Weaknesses area damage 20, splash damage 10
Frightful Presence (aura, auditory, emotion, fear, mental) 90 feet, DC 31Troop Defenses
Speed 25 feet; air walk, troop movement
Divine Innate Spells DC 31; Constant (4th) air walk
Blazing Admonition [two-actions] (divine, evocation, fire, visual) Heat scorches those who lay eyes on the nightmarchers. All creatures in a 60-foot cone take 15d6 fire damage (DC 34 basic Reflex save). Prone creatures and the nightmarchers' kin are unaffected as long as they have not taken a hostile action against the nightmarchers. The nightmarchers can't use Blazing Admonition for 1d4 rounds.Form Up [one-action] Missile Volley [two-actions] The nightmarchers fling a hail of spears and stones, dealing 5d6+9 bludgeoning or piercing damage to creatures in a 10-foot burst within 20 feet (DC 31 basic Reflex save). When the nightmarchers are reduced to 8 or fewer squares, this decreases to a 5-foot burst.Striking Koa [one-action] to [three-actions] Frequency once per round; Effect The troop attacks with spears, clubs, and leiomano against enemies within 5 feet (DC 33 basic Reflex save) for their choice of bludgeoning, piercing, or slashing damage depending on the number of actions.
[one-action] 2d6+2 slashing damage
[two-actions] 4d6+12 slashing damage
[three-actions] 6d6+12 slashing damage
Troop Movement Whenever the nightmarchers Stride, they first Form Up as a free action to condense into a 20-foot-by-20-foot area (minus any missing squares), then move. This works just like a Gargantuan creature moving; for instance, if any of the nightmarchers' squares enter difficult terrain, the extra movement cost applies to the whole group.

Sidebar - Additional Lore Avoidance and Deference

True to their name, nightmarchers tend to walk royal highways only after nightfall, making daytime travel safer. While they can traverse virtually any barrier, they can't cross ti leaves or similar sacred plants. If one finds themself in nightmarchers' presence, the last recourse is to show proper deference by lying flat on the ground with eyes shut—if one hears a ghostly voice call out to claim them, it means that an ancestor is present among the nightmarchers and has directed the procession to spare the bystander from harm.