Library / Bestiary

Nightshade, Nightwave

CR 20.00 Undead CE Colossal
Immense almost beyond belief, this sleek, midnight-black shark rises from the sea like an unholy island heaved up from below.

The most powerful of the known types of nightshade is the ravenous nightwave, an unholy personification of the remorseless gluttony of death given the form of a shark the size of the largest whales. Although the nightwave is most at home in the ocean's deeps, it has no need to breathe, and its constant fly spell-like ability allows it to bring ruin above the waves as the need presents itself.

A nightwave is 100 feet long and weighs 200 tons.

STR
49
DEX
16
CON
-
INT
22
WIS
21
CHA
25
HP
391 (29d8+261)
AC
36, touch 5, flat-footed 33 (+3 Dex, +31 natural, -8 size)
Speed
fly 60 ft. (good), swim 60 ft.
Init
+7
Melee
bite +35 (5d10+22/19-20 plus 4d6 cold, energy drain, and grab), tail slap +30 (4d8+12/19-20 plus 4d6 cold)
Space
30 ft.
Reach
30 ft.
BAB
+21
CMB
+48 (+52 grapple)
CMD
61 (can't be tripped)
Fort
+18
Ref
+16
Will
+25
DR
15/good and silver
SR
29
Racial Modifiers
+8 Stealth in dim light and darkness

Weapons: Simple

channel energy (10d6, DC 33, 10/day)

Energy Drain — A creature that has been swallowed whole by a nightwave gains 2 negative levels each round.

swallow whole (5d10+28 bludgeoning plus energy drain, AC 25, 39 hp)

Combat Reflexes from Feat

<p class="stat-block-1"> You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed.</p>

Command Undead from Feat

<p class="stat-block-1"> As a standard action, you can use one of your uses of channel negative energy to enslave undead within 30 feet. Undead receive a Will save to negate the effect. The DC for this Will save is equal to 10 + 1/2 your cleric level + your Charisma modifier. Undead that fail their saves fall under your control, obeying your commands to the best of their ability, as if under the effects of <i>control undead</i>. Intelligent undead receive a new saving throw each day to resist your command. You can control any number of undead, so long as their total Hit Dice do not exceed your cleric level. If you use channel energy in this way, it has no other effect (it does not heal or harm nearby creatures). If an undead creature is under the control of another creature, you must make an opposed Charisma check whenever your orders conflict.</p>

Critical Focus from Feat

<p class="stat-block-1"> You receive a +4 circumstance bonus on attack rolls made to confirm critical hits.</p>

<p class="stat-block-1"> When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage. Roll the weapon's damage dice for the attack four times and add the results together before adding bonuses from Strength, weapon abilities (such as <i>flaming</i>), precision based damage, and other damage bonuses. These extra weapon damage dice are not multiplied on a critical hit, but are added to the total.</p>

Improved Bull Rush from Feat

<p class="stat-block-1"> You do not provoke an attack of opportunity when performing a bull rush combat maneuver. In addition, you receive a +2 bonus on checks made to bull rush a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to bull rush you.</p>

Improved Critical from Feat

<p class="stat-block-1"> When using the weapon you selected, your threat range is doubled.</p>

<p class="stat-block-1"> You get a +4 bonus on initiative checks.</p>

<p class="stat-block-1"> When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage. Roll the weapon's damage dice for the attack three times and add the results together before adding bonuses from Strength, weapon special abilities (such as <i>flaming</i>), precision based damage, and other damage bonuses. These extra weapon damage dice are not multiplied on a critical hit, but are added to the total.</p>

Iron Will from Feat

<p class="stat-block-1"> You get a +2 bonus on all Will saving throws.</p>

Lightning Reflexes from Feat

<p class="stat-block-1"> You get a +2 bonus on all Reflex saving throws.</p>

Power Attack from Feat

<p class="stat-block-1"> You can choose to take a &ndash;1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (&ndash;50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by &ndash;1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.</p>

<p class="stat-block-1"> Whenever you score a critical hit, your opponent becomes staggered for 1d4+1 rounds. A successful Fortitude save reduces the duration to 1 round. The DC of this Fortitude save is equal to 10 + your base attack bonus. The effects of this feat do not stack. Additional hits instead add to the duration.</p>

Vital Strike from Feat

<p class="stat-block-1"> When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage. Roll the weapon's damage dice for the attack twice and add the results together before adding bonuses from Strength, weapon abilities (such as <i>flaming</i>), precision based damage, and other damage bonuses. These extra weapon damage dice are not multiplied on a critical hit, but are added to the total.</p>

Fly +31, Intimidate +39, Knowledge (arcana) +38, Knowledge (planes) +35, Knowledge (religion) +38, Perception +37, Sense Motive +37, Spellcraft +38, Stealth +19 (+27 in darkness), Swim +59

spell-like abilities:
Constant—Detect Magic, Constant—Magic Fang, Constant—See Invisibility, At will—Confusion, At will—Contagion, At will—Deeper Darkness, At will—Dispel Magic, Greater, At will—Invisibility, At will—Unholy Blight, 3/day—Cone Of Cold, 3/day—Finger Of Death, 3/day—Haste, 3/day—Hold Monster, 1/day—Hold Monster, Mass, 1/day—Plane Shift, 1/day—Wail Of The Banshee
Details
Type
Undead
Alignment
CE
Size
Colossal
Environment
any (Negative Energy Plane)
Organization
solitary
Treasure
standard
Senses
darksense, darkvision 120 ft., detect magic, low-light vision; Perception +37
Languages
Abyssal, Common, Infernal; telepathy 100 ft.
Source
Bestiary 2
Sources Used in This Record
29 House/Core
  • Uses feat: Combat Reflexes (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Command Undead (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Critical Focus (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Greater Vital Strike (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Improved Bull Rush (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Improved Critical (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Improved Initiative (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Improved Vital Strike (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Iron Will (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Lightning Reflexes (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Power Attack (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Staggering Critical (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Vital Strike (Feat)
    House/Core — covered by the site's Section 15.
  • Knows spell: Detect Magic (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Magic Fang (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: See Invisibility (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Confusion (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Contagion (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Deeper Darkness (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Dispel Magic, Greater (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Invisibility (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Unholy Blight (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Cone Of Cold (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Finger Of Death (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Haste (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Hold Monster (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Hold Monster, Mass (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Plane Shift (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Wail Of The Banshee (Spell)
    House/Core — covered by the site's Section 15.
OGL 1.0a Notice. Pathfinder-derived Open Game Content on this page is used under the Open Game License v1.0a and Section 15 notice.