By Fantasy Flight Games
A compendium of the sinister and lethal creatures inhabiting the area of nighttime.
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Additional info for Midnight: Minions Of Shadow
This shadowy simulacrum can travel up to 100 miles distant from the cave and, even though its form is insubstantial, it can effect the physical world in a very real way. The statistics given in Nudurkazal’s stat block are for this sending. To fight the real Nudurkazal and end his menace once and for all, the demon must first be freed from the ice that imprisons him. If Nudurkazal is somehow A chill wind passes over you, carrying with it a released, he uses the same statistics as his sending, premonition of death.
To fight the real Nudurkazal and end his menace once and for all, the demon must first be freed from the ice that imprisons him. If Nudurkazal is somehow A chill wind passes over you, carrying with it a released, he uses the same statistics as his sending, premonition of death. Spinning about, you see . . with the exception that he loses all incorporeal traits nothing! As your eyes frantically search the night, and gains a Strength score of 22. His Armor Class they catch on a patch of deeper darkness where a remains 23 (+6 Dex, +7 natural armor); his attack terrifying form takes shape – the outline of a tall man- Secrets 2: Death that Comes in the Night Iain J.
Brogan MIDNIGHT SUPPLEMENT Nudurkazal “The Death That Comes In The Night” Nudurkazal Medium Outsider (Incorporeal) Hit Dice: 8d8+8 (44 hp) Initiative: +6 Speed: fly 60 ft. (good) (12 squares) Armour Class: 23 (+6 Dex, +7 deflection), touch 17, flat-footed 17 Base Attack/Grapple: +8/+14 Attack: Incorporeal claws +14 melee (1d6) or +1 ghost touch glaive +10 melee (2d8+9 plus shards) Full Attack: 2 incorporeal claws +14 melee (1d6) or +1 ghost touch glaive +10/+5 melee (2d8+9 plus shards of spite) Space/Reach: 5 ft.