Night Feeder (5e Creature)

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Night Feeder[edit]

Large monstrosity, unaligned

Armor Class 23 (natural armor)
Hit Points 283 (21d10 + 168)
Speed 120 ft.

23 (+6) 30 (+10) 26 (+8) 4 (-3) 17 (+3) 1 (-5)

Saving Throws Dex +17, Con +15, Wis +10
Skills Acrobatics +17, Perception +10, Stealth +17, Survival +10
Proficiency Bonus +7
Damage Vulnerabilities fire, radiant
Damage Resistances bludgeoning, piercing, and slashing
Damage Immunities acid; bludgeoning, piercing, and slashing from nonmagical weapons
Condition Immunities charmed, exhaustion, frightened, poisoned
Senses darkvision 240 ft., passive Perception 20
Challenge 22 (41,000 XP)

Blinding Speed. The night feeder can Dash twice as a bonus action, has advantage on Dexterity saving throws, does not provoke opportunity attacks when it leaves a creature's range, and adds its Dexterity modifier to its attack damage in addition to its Strength (include in the calculation). If it succeeds on a Dexterity saving throw, it takes no damage. If it fails, it takes half damage. If the DC of the Dexterity save is 16 or lower, the night feeder automatically succeeds. The night feeder always goes first in initiative order.

Creature of the Dark. The night feeder has advantage on Dexterity (Stealth) checks made at night or in darkness, can see through magical darkness for 120 ft., and can hide as a bonus action while in darkness.

Keen Sight. The night feeder has advantage on Wisdom (Perception) checks that rely on sight.

Legendary Resistances (3/Day). If the night feeder fails a saving throw, it can choose to succeed to instead. The only saving throw it cannot use this on is the Wisdom save from the Pyrophobia trait.

Pyrophobia. If the night feeder can see a fire source, such as a campfire or wall of fire spell, is within 120 ft. of it, it cannot approach that fire and has disadvantage on all attack rolls and ability checks, completely overriding its advantage, until that fire is no longer in sight, as though it was affected by the frightened condition. If the night feeder takes fire or radiant damage or a fire suddenly appears within 60 ft of it, such as from a spark or spell, it must make a DC 24 Wisdom saving throw at disadvantage. If the night feeder fails, it must use its action and bonus action to move away from the source of the fire and leave the combat.

Ripper. The night feeder automatically crits against a creature of the Beast type and automatically kills any creature that is CR 8 or lower.

Surprise Attack (1/turn). If the night feeder surprises a creature and hits it with an attack, the target takes an extra X (3d10) damage from the attack.

Sunlight Hypersensitivity. The night feeder takes 5 radiant damage when it starts its turn in sunlight (this includes its vulnerability to radiant damage). While in sunlight, it has disadvantage on attack rolls and ability checks.

Unfathomable Power. The night feeder's claws are magical. If the night feeder misses an attack with its claws, the damage is instead dealt any object or structure within 10 feet of the target. The night feeder's claw attack scores a critical hit on an 18-20.


Multiattack. The night feeder makes 3 claw attacks.

Bite. Melee Weapon Attack: +X to hit, reach 5 ft., one target. Hit: X (3d10 + 16) piercing damage. If the target is Medium or smaller, it is restrained until the night feeds let’s it go and the night feeder cannot make a bite attack against another creature until it does.

Claw. Melee Weapon Attack: +X to hit, reach 5 ft., one target. Hit: X (5d12 + 16) slashing damage. If this attack reduces the creature to 0 hit points, that creature dies, and the body is destroyed.


The night feeder can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The night feeder regains spent legendary actions at the start of its turn.
Move. The night feeder moves up to its speed.
Claw. The night feeder makes 1 claw attack.
Killing Spree (Costs 3 Actions). The night feeder moves up to its speed into or through the space of any creatures it can see. The night feeder makes a claw attack against each creature it moves throw the space of.

The night is often said to be filled with dangerous monsters, far beyond the beasts most folk encounter. From vampires to owl bears to goblins, it is not hard to see why many suffer from a fear of the dark. However, among those of the remotest regions, where they share their space with the ancient beasts known as dinosaurs, one monster stands above all others as the epitome of what goes bump in the night. Long claws, an eerie wail, blinding speed, and a psychopathic bloodlust, even the bravest warriors quiver in fear at the utterance of the name Night Feeder.
Beyond Nature. No one knows how night feeders come into being. The few who do survive encounters with them describe them as limber theropod dinosaurs, with long, scythe-like claws on its three-fingered hands and a tar-like substance coating its body. Some speculate this substance to be some kind of mutagenic or supernatural steroid of sorts, with it beginning life as a smaller dinosaur before becoming covered in or even overdosing on the substance and becoming a personified nightmare. Of course, no one knows for sure, as most night feeder encounters consist of an eerie scream before the victim is perforated.
Most do not encounter a night feeder however: instead, they usually encounter their kills. Predators reduced to mere ribbons of blood and gore, entire herds of animals piled up as a strung about mess of gore, and even the strongest, most heavily armored dinosaurs bisected perfectly down their midlines. Whatever has happened to it, a night feeder is so powerful that no natural creature can fight it and no antipredator mechanism can withstand it. The night feeder is the fox, and the entire world is their henhouse.
However, there are some creatures that have survived night feeders: sentient races. The greatest weapon against a night feeder is one's intelligence and as much as the night feeder revels in its brutality and masochistic violence, there is one thing that it fears and will flee from at all costs: fire. The harrowing few who have killed night feeders have done so typically by trapping them in a ring of flame and setting them ablaze. If a fire is started within close proximity of a night feeder, or it is struck by fire in some way, it will immediately give up the hunt, regardless of how well it is doing, and do everything in its power to flee, retreating into the darkness from whence it came.

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