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- {
- "ac": 30,
- "alignment": "LN",
- "breadcrumbs_spa": [],
- "category": "creature",
- "charisma": 5,
- "constitution": 4,
- "creature_ability": [
- "Kinsense",
- "Frightful Presence",
- "Troop Defenses",
- "Blazing Admonition",
- "Form Up",
- "Missile Volley",
- "Striking Koa",
- "Troop Movement"
- ],
- "creature_family_markdown": "",
- "dexterity": 5,
- "exclude_from_search": false,
- "fortitude_save": 24,
- "hp": 240,
- "hp_raw": "240",
- "id": "creature-1248",
- "image": [
- "/Images/Monsters/Nightmarchers.png"
- ],
- "immunity": [
- "death effects",
- "disease",
- "paralyzed",
- "poison",
- "precision",
- "sleep"
- ],
- "immunity_markdown": "[death](/Traits.aspx?ID=40) effects, [disease](/Traits.aspx?ID=46), [paralyzed](/Conditions.aspx?ID=28), [poison](/Traits.aspx?ID=126), precision, [sleep](/Traits.aspx?ID=145)",
- "intelligence": 5,
- "language": [
- "Common"
- ],
- "language_markdown": "[Common](/Languages.aspx?ID=1)",
- "level": 14,
- "markdown": "<title level=\"1\" pfs=\"Standard\">[Nightmarchers](/Monsters.aspx?ID=1248)</title>\r\n\r\n<row gap=\"medium\">\r\n\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\n\r\nWhile 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.\r\n\r\n<column gap=\"tiny\">\r\n**[Recall Knowledge - Spirit](/Rules.aspx?ID=563)**\r\n([Occultism](/Skills.aspx?ID=11)): DC 32\r\n\r\n**[Recall Knowledge - Undead](/Rules.aspx?ID=563)**\r\n([Religion](/Skills.aspx?ID=13)): DC 32\r\n\r\n**[Unspecific Lore](/Rules.aspx?ID=563)**: DC 30\r\n\r\n**[Specific Lore](/Rules.aspx?ID=563)**: DC 27\r\n</column>\r\n\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n<image src=\"/images/Monsters/Nightmarchers.png\" />\r\n</column>\r\n\r\n</row>\r\n\r\n<title level=\"2\" right=\"Creature 14\">[Nightmarchers](/Monsters.aspx?ID=1248)</title>\r\n\r\n<traits>\r\n<trait label=\"LN\" url=\"/Rules.aspx?ID=95\" />\r\n<trait label=\"Gargantuan\" />\r\n<trait label=\"Incorporeal\" url=\"/Traits.aspx?ID=222\" />\r\n<trait label=\"Spirit\" url=\"/Traits.aspx?ID=149\" />\r\n<trait label=\"Troop\" url=\"/Traits.aspx?ID=367\" />\r\n<trait label=\"Undead\" url=\"/Traits.aspx?ID=160\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Bestiary 3](/Sources.aspx?ID=66) pg. 187</row>\n\n**Perception** +27; [darkvision](/MonsterAbilities.aspx?ID=12), kinsense\r\n\r\n**Languages**\r\n[Common](/Languages.aspx?ID=1)\r\n\r\n**Skills**\r\n[Athletics](/Skills.aspx?ID=3) +25, [Religion](/Skills.aspx?ID=13) +27, [Warfare Lore](/Skills.aspx?ID=8) +27\r\n\r\n<row gap=\"medium\">\r\n**Str** -5\r\n\r\n**Dex** +5\r\n\r\n**Con** +4\r\n\r\n**Int** +5\r\n\r\n**Wis** +5\r\n\r\n**Cha** +5\r\n</row>\r\n\r\n**Kinsense** ([detection](/Traits.aspx?ID=43), [divination](/Traits.aspx?ID=47), [divine](/Traits.aspx?ID=48)) 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](/Actions.aspx?ID=84), they learn whether they are related to that creature, and how.\n\n</column>\r\n\r\n---\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"medium\">\r\n**AC** 30 \r\n\r\n**Fort** +24 \r\n\r\n**Ref** +19 \r\n\r\n**Will** +25 \n\n</row>\r\n\r\n**HP** 240\n\n**Immunities**\r\n[death](/Traits.aspx?ID=40) effects, [disease](/Traits.aspx?ID=46), [paralyzed](/Conditions.aspx?ID=28), [poison](/Traits.aspx?ID=126), precision, [sleep](/Traits.aspx?ID=145)\r\n\r\n**Resistances**\r\nall damage 5 (except [force](/Traits.aspx?ID=75), [ghost touch](/Equipment.aspx?ID=297), or [positive](/Traits.aspx?ID=128); double resistance vs. non-magical)\r\n\r\n**Weaknesses**\r\narea damage 20, [splash](/Traits.aspx?ID=150) damage 10\r\n\r\n**[Frightful Presence](/MonsterAbilities.aspx?ID=17)** ([aura](/Traits.aspx?ID=206), [auditory](/Traits.aspx?ID=16), [emotion](/Traits.aspx?ID=60), [fear](/Traits.aspx?ID=68), [mental](/Traits.aspx?ID=106)) 90 feet, DC 31<br />**[Troop Defenses](/MonsterAbilities.aspx?ID=44)** \r\n\r\n</column>\r\n\r\n---\r\n\r\n<column gap=\"tiny\">\r\n\r\n**Speed** 25 feet; [_air walk_](/Spells.aspx?ID=6), troop movement\n\n**Divine Innate Spells** DC 31\r\n- **Constant (4th)**\r\n[Air Walk](/Spells.aspx?ID=6)\r\n\r\n**Blazing Admonition** <actions string=\"Two Actions\" /> ([Divine](/Traits.aspx?ID=48), [Evocation](/Traits.aspx?ID=65), [Fire](/Traits.aspx?ID=72), [Visual](/Traits.aspx?ID=163)) Heat scorches those who lay eyes on the nightmarchers. All creatures in a 60-foot cone take 15d6 fire damage (DC 34 [basic](/Rules.aspx?ID=329) Reflex save). [Prone](/Conditions.aspx?ID=31) creatures and the nightmarchers' kin are unaffected as long as they have not taken a [hostile action](/Rules.aspx?ID=300) against the nightmarchers. The nightmarchers can't use Blazing Admonition for 1d4 rounds.\r\n\r\n**[Form Up](/MonsterAbilities.aspx?ID=43)** <actions string=\"Single Action\" /> \r\n\r\n**Missile Volley** <actions string=\"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](/Rules.aspx?ID=329) Reflex save). When the nightmarchers are reduced to 8 or fewer squares, this decreases to a 5-foot burst.\r\n\r\n**Striking Koa** <actions string=\"Single 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](/Rules.aspx?ID=329) Reflex save) for their choice of bludgeoning, piercing, or slashing damage depending on the number of actions. <br /><actions string=\"Single Action\" /> 2d6+2 slashing damage <br /><actions string=\"Two Actions\" /> 4d6+12 slashing damage <br /><actions string=\"Three Actions\" /> 6d6+12 slashing damage\r\n\r\n**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.\r\n\r\n</column>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_2_AdditionalLore.png\">Avoidance and Deference</title>\r\n\r\nTrue 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.\r\n</aside>",
- "name": "Nightmarchers",
- "npc": false,
- "perception": 27,
- "pfs": "Standard",
- "rarity": "common",
- "reflex_save": 19,
- "release_date": "2021-04-07",
- "resistance": {
- "acid": 5,
- "all": 5,
- "area": 5,
- "bleed": 5,
- "bludgeoning": 5,
- "chaotic": 5,
- "cold": 5,
- "cold_iron": 5,
- "electricity": 5,
- "evil": 5,
- "fire": 5,
- "good": 5,
- "lawful": 5,
- "mental": 5,
- "negative": 5,
- "orichalcum": 5,
- "physical": 5,
- "piercing": 5,
- "poison": 5,
- "precision": 5,
- "silver": 5,
- "slashing": 5,
- "sonic": 5,
- "splash": 5
- },
- "resistance_markdown": "all damage 5 (except [force](/Traits.aspx?ID=75), [ghost touch](/Equipment.aspx?ID=297), or [positive](/Traits.aspx?ID=128); double resistance vs. non-magical)",
- "resistance_raw": "all damage 5 (except force , ghost touch , or positive ; double resistance vs. non-magical)",
- "search_markdown": "<traits>\r\n<trait label=\"Incorporeal\" url=\"/Traits.aspx?ID=222\" />\r\n<trait label=\"Spirit\" url=\"/Traits.aspx?ID=149\" />\r\n<trait label=\"Troop\" url=\"/Traits.aspx?ID=367\" />\r\n<trait label=\"Undead\" url=\"/Traits.aspx?ID=160\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Bestiary 3](/Sources.aspx?ID=66) pg. 187</row>\n\n<row gap=\"medium\">\r\n**HP** 240\r\n\r\n**AC** 30\r\n\r\n**Fort** +24\r\n\r\n**Ref** +19\r\n\r\n**Will** +25\r\n\r\n**Perception** +27\r\n</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nWhile smooth roads remain a traveler's blessing, walking them after sunset risks nightmarcher attack. The ringing of conch shells and beating of …\r\n</summary>",
- "sense": " darkvision , kinsense",
- "sense_markdown": "[darkvision](/MonsterAbilities.aspx?ID=12), kinsense",
- "size": [
- "Gargantuan"
- ],
- "skill": [
- "Athletics +25",
- "Religion +27",
- "Warfare Lore +27"
- ],
- "skill_markdown": "[Athletics](/Skills.aspx?ID=3) +25, [Religion](/Skills.aspx?ID=13) +27, [Warfare Lore](/Skills.aspx?ID=8) +27",
- "source": [
- "Bestiary 3"
- ],
- "source_raw": [
- "Bestiary 3 pg. 187"
- ],
- "source_category": "Rulebooks",
- "source_markdown": "<row gap=\"tiny\">[Bestiary 3](/Sources.aspx?ID=66) pg. 187</row>",
- "speed": {
- "land": 25,
- "max": 25
- },
- "speed_markdown": "25 feet; [_air walk_](/Spells.aspx?ID=6), troop movement",
- "speed_raw": "25 feet; air walk , troop movement",
- "spell": [
- "Air Walk"
- ],
- "spell_markdown": "[Air Walk](/Spells.aspx?ID=6)",
- "strength": -5,
- "strongest_save": [
- "will"
- ],
- "summary": "While smooth roads remain a traveler's blessing, walking them after sunset risks nightmarcher attack. The ringing of conch shells and beating of …",
- "summary_markdown": "While smooth roads remain a traveler's blessing, walking them after sunset risks nightmarcher attack. The ringing of conch shells and beating of …",
- "text": " Nightmarchers 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 Nightmarchers 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 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 31 Troop 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 Single 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 Single 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. Single 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. 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. ",
- "trait": [
- "Incorporeal",
- "Spirit",
- "Troop",
- "Undead",
- "LN",
- "Gargantuan"
- ],
- "trait_markdown": "[Incorporeal](/Traits.aspx?ID=222), [Spirit](/Traits.aspx?ID=149), [Troop](/Traits.aspx?ID=367), [Undead](/Traits.aspx?ID=160)",
- "trait_raw": [
- "Incorporeal",
- "Spirit",
- "Troop",
- "Undead"
- ],
- "type": "Creature",
- "url": "/Monsters.aspx?ID=1248",
- "vision": "Darkvision",
- "weakest_save": [
- "ref",
- "reflex"
- ],
- "weakness": {
- "area": 20
- },
- "weakness_markdown": "area damage 20, [splash](/Traits.aspx?ID=150) damage 10",
- "weakness_raw": "area damage 20, splash damage 10",
- "will_save": 25,
- "wisdom": 5
- }
|