Deception +7, Stealth +8, Perception +6, Insight +6
Darkvision 120ft., passive Perception 16
Horrid Mimicry (Shapechanger)
The Nightguard can use an action to polymorph into a creature it has seen within the last 24 hours, or back into its true form. Its statistics remain the same. The transformation is nearly perfect, though its eyes remain black voids with faint pinpricks of light (DC 16 Insight to notice something is wrong).
Predator’s Patience
The Nightguard deals an extra 10 (3d6) damage to creatures that are below half their hit points.
Slip Between Realities
At the start of each of its turns, the Nightguard can partially phase out. Until the start of its next turn, attack rolls against it have disadvantage, and it can move through creatures and objects as difficult terrain. If it ends its turn inside an object, it takes 10 force damage.
Multi attack
The Night Guard makes three attacks.
Rend Flesh
Melee Weapon Attack: +8 to hit, reach 5 ft., one target
Hit: 9 (1d8 + 5) slashing + 7 (2d6) necrotic damage
If the target is below half HP, it must succeed on a DC 15 Constitution save or suffer Bleeding, taking 7 (2d6) necrotic damage at the start of each of its turns (action to stop).
Skin Theft (Recharge 5–6)
The Nightguard targets a creature within 5 ft. that is below 25% HP. The target must make a DC 16 Constitution saving throw.
If the target dies, the Nightguard immediately assumes its form via Horrid Mimicry.
Borrowed Flesh
When hit by an attack, the Night Guard adds +3 to its AC against the attack, draining it from the AC of another Night Guard within 20ft. If there is no Night Guard within 20ft, this reaction is impossible.
Skitter: Move up to half speed without provoking opportunity attacks
Attack: Make one Rend Flesh attack
Targets the weakest player first.
Retreats, strikes, and isolates where possible.
Night Guard