Nightshade, Nightwing
The least of the known types of nightshade, the nightwing is nevertheless a deadly foe. Nightwings often serve more powerful nightshades as aerial support. These nightshades are also the most likely to be found serving a non-undead master—nightwings are often used by powerful mortals as guardians or sentinels. Despite this, nightwings still hope to someday slay any master they serve. They enter servitude primarily as a method of aiding a destructive or murderous mortal in their task of mass murder; once this task is over, or if at any point the nightwing believes its master is slacking in its murderous duties, the nightwing is swift to turn on its one-time ally.
A nightwing found on the Material Plane not in the employ of a more powerful master is typically encountered in rugged terrain where there are numerous locations that can provide shelter when the sun rises. The monsters prefer caves and abandoned buildings for this purpose.
A nightwing's body is 20 feet long, but its wingspan is 80 feet. It weighs 4,500 pounds.
- HP
- 195 (17d8+119)
- AC
- 29, touch 12, flat-footed 25 (+4 Dex, +17 natural, -2 size)
- Speed
- 30 ft., fly 60 ft. (good)
- Init
- +8
- Melee
- bite +23 (4d10+18/19-20 plus 4d6 cold and magic drain)
- Space
- 15 ft.
- Reach
- 15 ft.
- BAB
- +12
- CMB
- +24
- CMD
- 38
- Fort
- +12
- Ref
- +11
- Will
- +17
- DR
- 15/good and silver
- SR
- 25
- Racial Modifiers
- +8 Stealth in dim light and darkness
Weapons: Simple
channel energy (7d6, DC 28, 8/day)
Cleave, Combat Reflexes, Command Undead, Great Cleave, Improved Critical (bite), Improved Initiative, Improved Sunder, Power Attack, Snatch
<p class="stat-block-1"> As a standard action, you can make a single attack at your full base attack bonus against a foe within reach. If you hit, you deal damage normally and can make an additional attack (using your full base attack bonus) against a foe that is adjacent to the first and also within reach. You can only make one additional attack per round with this feat. When you use this feat, you take a –2 penalty to your Armor Class until your next turn.</p>
<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>
<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>
<p class="stat-block-1"> As a standard action, you can make a single attack at your full base attack bonus against a foe within reach. If you hit, you deal damage normally and can make an additional attack (using your full base attack bonus) against a foe that is adjacent to the previous foe and also within reach. If you hit, you can continue to make attacks against foes adjacent to the previous foe, so long as they are within your reach. You cannot attack an individual foe more than once during this attack action. When you use this feat, you take a –2 penalty to your Armor Class until your next turn.</p>
<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"> You do not provoke an attack of opportunity when performing a sunder combat maneuver. In addition, you receive a +2 bonus on checks made to sunder an item. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to sunder your gear. </p>
<p class="stat-block-1"> You can choose to take a –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 (–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 –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>
Fly +24, Knowledge (arcana) +24, Knowledge (religion) +24, Perception +25, Sense Motive +25, Spellcraft +24, Stealth +16 (+24 in darkness), Swim +27
- Type
- Undead
- Alignment
- CE
- Size
- Huge
- Environment
- any (Negative Energy Plane)
- Organization
- solitary, pair, or flight (3-6)
- Treasure
- standard
- Senses
- darksense, darkvision 60 ft., detect magic, low-light vision; Perception +25
- Languages
- Abyssal, Common, Infernal; telepathy 100 ft.
- Source
- Bestiary 2
-
Uses feat: Cleave (Feat)House/Core — covered by the site's Section 15.
-
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: Great Cleave (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 Sunder (Feat)House/Core — covered by the site's Section 15.
-
Uses feat: Power Attack (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: 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: Unholy Blight (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: Dispel Magic, Greater (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: Invisibility (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: Plane Shift (Spell)House/Core — covered by the site's Section 15.
Loading references...