3e SRD:Nightshade, Nightwalker
This material is published under the OGL 1.0a. |
Nightwalker[edit]
Size/Type: | Huge Undead |
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Hit Dice: | 21d12 (136 hp) |
Initiative: | +8 (+4 Dex, +4 Improved Initiative) |
Speed: | 40 ft., fly 20 ft. (poor) |
AC: | 26 (-2 size, +2 Dex, +16 natural) |
Attacks: | Slam +20 melee |
Damage: | Slam 2d6+12 |
Face/Reach: | 10 ft. by 10 ft./15 ft. |
Special Attacks: | Nightshade abilities, crush item, evil gaze |
Special Qualities: | Undead, nightshade abilities |
Saves: | Fort +7, Ref +9, Will +17 |
Abilities: | Str 35, Dex 14, Con —, Int 20, Wis 20, Cha 18 |
Skills: | Concentration +19, Hide +12*, Listen +22, Move Silently +19, Spellcraft +19, Spot +22 |
Feats: | Alertness, Blind-Fight, Cleave, Combat Casting, Combat Reflexes, Great Cleave, Improved Critical (slam), Improved Initiative, Power Attack, Sunder |
Climate/Terrain: | Any land and underground |
Organization: | Solitary, pair, or gang (2-4) |
Challenge Rating: | 16 |
Treasure: | Standard |
Alignment: | Always chaotic evil |
Advancement: | 22-31 HD (Huge); 32-63 HD (Gargantuan) |
Combat
Undead: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and disease. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage.
Chill Aura (Su): All nightshades radiate a 60-foot-radius aura of utter cold. While this aura does not damage living things, it spoils any food and drink it touches. In addition, it ruins holy water and magic potions, oils, and ointments unless the items succeed at a Fortitude save (DC 22). Items that successfully save can¬not be affected again by the same nightshade’s aura for one day. This bone-numbing cold is so distinctive that anyone exposed to it once instantly recognizes it in the future, so it is difficult for a nightshade to surprise someone who has previously encountered such a beast.
Spell-Like Abilities: At will- cause disease, charm person, cloudkill, confusion, darkness, dispel magic, haste, hold person, and invisibility; once per night: finger of death. These abilities are as the spells cast by a sorcerer whose level equals the nightshade’s HD total (save DC 14 + spell level).
Summon Undead (Su): A nightshade can summon undead creatures once every 4 hours: 2-5 shadows, 1-2 wraiths, 1 allip, or 1 spectre. The undead arrive in 1d10 rounds and serve for 1 hour or until released.
Aversion to Daylight (Ex): Nightshades are creatures of utter darkness. While they loathe all light, if exposed to natural daylight (not merely a daylight spell), they suffer a -4 morale penalty to all attack rolls.
Cold Immunity (Ex): Nightshades suffer no damage from cold.
Resistances (Ex): Nightshades have acid, fire, and electricity resistance 50.
Spell Immunity (Su): Nightshades ignore the effects of spells and spell-like abilities of 6th level or lower, just as if the spellcaster had failed to overcome spell resistance.
Detect Magic (Su): A nightshade can continuously detect magic as the spell cast by a 20th-level sorcerer. It can suppress or resume this ability as a free action.
See Invisibility (Su): A nightshade can continuously see invisibility as the spell cast by a 20th-level sorcerer. It can suppress or resume this ability as a free action.
Telepathy (Su): Nightshades can communicate telepathically with any creature within 100 feet that has a language.
Damage Reduction (Su): All nightshades have damage reduction 25/+3.
Crush Item (Su): A nightwalker can destroy any weapon or item of Large size or smaller (even magic ones, but not artifacts) by picking it up and crushing it between its hands. This is a standard action. The nightshade must make a successful disarm attack to grab an item held by an opponent.
Evil Gaze (Su): Curse, 30 feet, Will save (DC 24). Cursed opponents suffer a -4 morale penalty to all attack rolls, checks, and saving throws. Dispel evil or remove curse eliminates the effect.
Skills: *When hiding in a dark area, a nightwalker receives a +8 racial bonus to Hide checks.
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