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    Night Marchers

    Medium swarm of medium undead, lawful neutral

    Armor Class 15 (spectral armor)

    Hit Points 90 (12d8 + 36)

    Speed 30 ft., fly 30 ft. (hover)

    STR 16 (+3) · DEX 14 (+2) · CON 17 (+3) · INT 10 (+0) · WIS 14 (+2) · CHA 16 (+3)

    Saving Throws Wis +5, Cha +6

    Skills Intimidation +6, Perception +5, Stealth +5

    Damage Resistances acid, cold, fire, lightning, necrotic; bludgeoning, piercing, and slashing from non-magical attacks

    Damage Immunities poison

    Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed, poisoned, prone, restrained

    Senses darkvision 60 ft., passive Perception 15

    Languages understands Common and Hawaiian but speaks only in drumbeats

    Challenge 3 (700 XP)

    Traits

    Spectral Swarm. The night marcher occupies its space as an indistinct column of warrior-spirits. It can move through other creatures’ spaces and vice-versa, and it can’t be grappled or knocked prone.

    Kapu Aura. The first time a creature starts its turn within 15 feet of the night marcher each round, it must succeed on a DC 14 Wisdom saving throw or take 7 (2d6) necrotic damage and be frightened until the start of its next turn. While frightened this way, a creature is also deafened. A creature that succeeds on the save is immune to Kapu Aura for 24 hours.

    Torch of Mana. Magical flames hover above the marchers, shedding bright light in a 10-foot radius and dim light for another 10 feet. When the night marcher drops to 0 hit points, the flames wink out. A creature that ends its turn in the bright light and can see the flames has disadvantage on its first attack roll before the end of its next turn.

    Unerring Advance. Difficult terrain doesn’t cost the night marcher extra movement, and opportunity attacks against it are made with disadvantage.

    Actions

    Multiattack. The night marcher makes two Spectral Spear attacks.

    Spectral Spear. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 12 (2d8 + 3) force damage.

    Spirit Drum (Recharge 5–6). The night marcher pounds ghostly pahu drums. Each creature it chooses within 30 feet that can hear the sound must make a DC 14 Constitution saving throw. On a failed save, a creature takes 18 (4d8) thunder damage and is pushed up to 10 feet away from the night marcher. On a success, a creature takes half damage and isn’t pushed.

    Reactions

    Glare of Taboo. When a creature the night marcher can see targets it with an attack and that creature is within the bright light of Torch of Mana, the night marcher imposes disadvantage on the attack roll.

    Lore

    The spirits of ancient Hawaiian warriors who march to sacred sites.

    The Night Marchers are the spirits of ancient Hawaiian tribal warriors (koa). Their eternal duty is to guard and escort their sacred leader—king, high chief, or chiefess (aliʻi)—in the afterlife, making them the perpetual vanguard of Hawai’i’s highest nobility. This role is tied to the intense mana (spiritual power) the aliʻi carried. In old Hawai’i commoners were forbidden even to look at a chief; accidental exposure to such concentrated mana could be fatal. The Night Marchers continue that protective function beyond death. Their presence should be understood as a moving, lethal zone of kapu (sacred taboo).

    These spirits appear as spectral figures that retain the look and armament they bore in life, giving them a fearsome aspect. The column is made up of warriors of normal human size, fully equipped for battle. They carry archaic weapons—spears and clubs—and wear traditional ceremonial regalia: crested helmets (mahiole) and feather cloaks (ahuʻula), symbols of high status and mana in life. Torches at the head of the procession serve as a warning sign; the closer the Night Marchers draw, the brighter those torches flare. The ghostly figures themselves are said to glow in the dark, creating a chilling, other-worldly spectacle.

    From Oceanian Bestiary 5E, p. 58 · Fern Flower Press