Legacy. These stats use the original (pre-Remaster) Pathfinder Second Edition rules from Pathfinder Bestiary 3 (Second Edition).
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.
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, DC 31 Troop Defenses Blazing Admonition (2 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 (1 action) Missile Volley (2 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 (1 to 3 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. (1 action) 2d6+2 slashing damage (2 actions) 4d6+12 slashing damage (3 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.
240 hit points.
Level 14.
AC 30.
Speed 25 ft., air walk, troop movement.
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