3e SRD:Nightshade, Nightwing
This material is published under the OGL 1.0a. |
Nightwing[edit]
Size/Type: | Huge Undead |
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Hit Dice: | 17d12 (110 hp) |
Initiative: | +8 (+4 Dex, +4 Improved Initiative) |
Speed: | 20 ft., fly 60 ft. (average) |
AC: | 28 (-2 size, +4 Dex, +16 natural) |
Attacks: | Bite +15 melee |
Damage: | Bite 2d6+13 |
Face/Reach: | 20 ft. by 10 ft./10 ft. |
Special Attacks: | Nightshade abilities, magic drain |
Special Qualities: | Undead, nightshade abilities |
Saves: | Fort +5, Ref +9, Will +15 |
Abilities: | Str 29, Dex 18, Con —, Int 20, Wis 20, Cha 18 |
Skills: | Concentration +16, Intuit Direction +19, Listen +22, Move Silently +20, Spellcraft +19, Spot +22 |
Feats: | Alertness, Blind-Fight, Combat Casting, Combat Reflexes, Dodge, Flyby Attack, Improved Critical (bite), Improved Initiative, Power Attack |
Climate/Terrain: | Any land and underground |
Organization: | Solitary, pair, or flock (3-6) |
Challenge Rating: | 14 |
Treasure: | Standard |
Alignment: | Always chaotic evil |
Advancement: | 18-25 HD (Huge); 26-51 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.
Magic Drain (Su): A night¬wing can weaken magic armor, weapons, and shields by making a successful touch attack. The target item must succeed at a Fortitude save (DC 20) or lose one "plus" (for example, a +2 sword becomes a +1 sword). An item that is completely drained becomes normal in all respects and loses any other powers (such as flame tongue) as well. Casting dispel evil upon the item reverses the effects of the magic drain, provided this occurs within a number of days after the attack equal to the caster’s level.
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