Nightwalkers are the spirits of sentient creatures that are afraid to pass on, or were otherwise trapped (by extreme anger, lust, etc) in a mortal realm. Since they are not truly alive, they can be found in virtually any environment, including aether, air, or underwater.


Nightwalkers are the souls of beings that have died, and thus have no true culture. However, they do retain sentience and vague memories of their past life. As such, they frequently gather with others that had shared similar lives or cultures in the past. However, they all share a basic philosophy that life should not be snuffed out needlessly.

Of course, like all sentient creatures, they have varying opinions, including the definition of "needlessly." Again, like all sentient creatures, some inevitably choose to reject this philosophy all together, particularly those that were that were slain while they were in the midst of rage.

Variations Edit

Nightwalker Bolsterer Edit

Level 16 Artillery (Leader)

Medium Darkness Humanoid (Undead)

XP 1400

Initiative +13

Senses +19; Darkvision

Dread Lifegiver (Necrotic) aura 5; enemies that start their turn in the aura take 5 necrotic damage, undead that start their turn in the aura regain 5 hit points.

HP 134; Bloodied 77

AC 30; Fortitude 30; Reflex 28; Will 31

Immune disease, poison; Resist 20 necrotic; Vulnerable 10 radiant

Speed 6

Slam (standard; at-will; basic melee) Necrotic

+19 vs. AC; 1d6+4 plus 1d6 necrotic damage, and the Nightwalker Bolsterer gains 5 temporary hit points.

Drain Vitality (standard, recharge 5,6; range 5)

+19 vs. Fortitude; 2d6+5 damage; and the Nightwalker Bolsterer gains 20 temporary hit points.

Piercing Gaze (minor; recharge 4,5,6; close blast 3) Gaze, Necrotic

+19 vs. Fortitude; the target loses all temporary hit points and the Nightwalker Bolsterer gains a number of hit points equal to one-half the amount lost.

Shield of Death (minor; at-will; range 20)

Targets undead only. The Nightwalker Bolsterer may transfer any number of temporary hit points it has to the target.

Alignment Any

Languages Common, telepathy 20

Skills Acrobatics+13; Heal +27; Stealth +18; Thievery +15

Str 16 (+11); Con 22 (+14); Dex 20 (+13); Int 16 (+11);  Wis

Twilight Nightwalker Edit

Level 18 Skirmisher

Large Darkness Humanoid (Undead)

XP 2000

Initiative +17

Senses +17; darkvision

HP 170; Bloodied 85

AC 31; Fortitude 30; Reflex 28; Will 31

Immune disease, poison; 20 necrotic; Vulnerable 10 radiant

Speed 8; see also Twilight' Step

 (standard; at-will; basic melee)

Reach 2 ;+21 vs. AC; 1d10+6 damage plus 1d6 necrotic damage.

Twilight Dance (standard; at-will; melee)

The Twilight Nightwalker teleports up to 3 squares and makes one basic melee attack.

 (standard; encounter; range 5) Gaze

+21 vs. Will; the target is banished to the Feywild (save ends). While the target is in the Feywild, the target cannot interact with any creature, and no creature can interact with the target. When the target saves, it returns to the spece it previously occupied. If the space is occupied, the target returns in the nearest unoccupied space of its choosing.

Twilight Step (move; encounter)

The Twilight Nightwalker teleports 10 spaces and gains concealment until the start of its next turn.

Alignment Any

Languages Common, Elven, telepathy 20

Skills Arcana +15; History +15; Stealth +18

Str 20 (+14); Con 24 (+16); Dex 18 (+13); Int 19 (+13); Wis 17 (+12); Cha 14 (+11)