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Nightmarchers

Creature 14 — incorporeal, spirit, troop, undead

Pre-Remaster content. May include legacy alignment.

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.

Source: pathfinder-bestiary-3 (Pre-Remaster)

Perception +27
Skills athletics +25, religion +27
Str
-5
Dex
+5
Con
+4
Int
+5
Wis
+5
Cha
+5
AC 30 Fort +24 Ref +19 Will +25
HP 240
Immunities bleed, death-effects, disease, paralyzed, poison, precision, sleep
Resistances all-damage (except force, ghost-touch, vitality) 5
Weaknesses area-damage 20, splash-damage 10
Speed 25 feet

Abilities

Form Up — Form Up
Kinsense (detection, 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.
Constant Spells — Constant Spells
Frightful Presence (auditory, aura, emotion, fear, mental) — 90 feet. DC 31 Will Frightful Presence
Troop Defenses — Thresholds 160 (3 segments), 80 (2 segments) Troop Defenses
Blazing Admonition (divine, fire, visual) — Heat scorches those who lay eyes on the nightmarchers. All creatures in a 60-foot cone take 15d6 fire damage (DC 34 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.
Missile Volley — The nightmarchers fling a hail of spears and stones, dealing 5d6+9 untyped damage to creatures in a 10-foot burst within 20 feet (DC 31 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 Effect The troop attacks with spears, clubs, and leiomano against enemies within 5-foot emanation{5 feet} (DC 33 Reflex save) for their choice of bludgeoning, piercing, or slashing damage depending on the number of actions. 1 2d6+2 untyped damage 2 4d6+12 untyped damage 3 6d6+12 untyped 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.

Spells

Air Walk (Constant) (rank 4)

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