Nightwing (5e Creature)
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Huge undead (nightshade), chaotic evil
Saving Throws Dexterity +7
Flyby. The nightwing doesn't provoke opportunity attacks when it flies out of an enemy's reach.
Innate Spellcasting. The nightwing's innate spellcasting ability is Charisma (save DC 16). The nightwing can cast the following spells, requiring no material components:
At will: blight, contagion, darkness, detect magic, haste*, see invisibility*
Magic Resistance. The nightwing has advantage on saving throws against spells and other magical effects.
Magic Weapons. The nightwing's weapon attacks are magical.
Shadow Sight. Magical darkness doesn't impede the nightwing's darkvision.
Sunlight Weakness. While in sunlight, the nightwing has disadvantage on attack rolls, ability checks, and saving throws.
Turn Resistance Aura. The nightwing and any other undead creature within 30 feet of it has advantage on saving throws against any effect that turns undead.
Bite. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 18 (3d6 + 8) piercing damage, and one of the target's magic items loses all magical properties until the start of the nightwing's next turn. If the object is a charged item, it also loses 1d4 charges. Determine the affected item randomly, ignoring single-use items such as potions and scrolls.
Summon Undead (1/day). The nightwing summons its choice of 1d6+4 shadows, 1d4 nightshade zombies or wraiths, or 1 dread specter. Summoned creatures appear in unoccupied spaces of the nightwing's choice within 60 feet of it and are under the nightwing's control. Summoned creatures disappear after 1 hour, when the nightwing dies, or when the nightwing dismisses them as an action.
Native to the Shadowfell, nightwings are birdlike fliers that prowl the night sky and dive onto their prey. They are almost invisible, detectable only by the stars they obscure in their passing.