The Nightmarchers is a Level 14 creature, with Armor Class 30 and 240 hit points. Nightmarchers are a spectral phalanx of ancestral warriors who patrol sacred routes to guard their lineage and heritage.
Immunities: poison, precision, death effects, disease, paralyzed, sleep
Resistances: all damage 5
Weaknesses: area damage 20, splash damage
Abilities & Attacks
- **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.
- **Frightful Presence** (aura, auditory, emotion, fear, mental) 90 feet, 31 (page 305)
- **Troop Defenses**
- **Blazing Admonition** (divine, evocation, fire, visual) Heat scorches those who lay eyes on the nightmarchers. All creatures in a 60-foot cone take 15d6 fire damage (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**
- **Missile Volley** 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 (31 basic Reflex save). When the nightmarchers are reduced to 8 or fewer squares, this decreases to a 5-foot burst.
Striking Koa 1 to 3 Frequency once per round; The troop attacks with spears, clubs, and leiomano against enemies within 5 feet (33 basic Reflex save) for their choice of bludgeoning, piercing, or slashing damage depending on the number of actions.
1 2d6+2 slashing damage 2 4d6+12 slashing damage 3 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.
Common Questions
How much HP does a Nightmarchers have?
240 hit points.
What level is a Nightmarchers?
Level 14.
What is a Nightmarchers's Armor Class?
AC 30.
How fast can a Nightmarchers move?
Speed 25 ft.,.
Use Nightmarchers at your table
Original custom artwork found nowhere else on the web, free to view. Copy-paste the full stat block straight into your notes, a Word doc, or your VTT, or sign in to claim Nightmarchers into a ZapGM campaign and customize it further.
Official stats from the Pathfinder 2e (Second Edition) System Reference Document (SRD), free to use under the ORC open license.