Monsters N

Morrus

Well, that was fun
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NAGA
All nagas have long, snakelike bodies covered with glistening scales, and more or less human faces. They range in length from 10 to 20 feet and weigh from 200 to 500 pounds. The eyes of a naga are bright and intelligent, burning with an almost hypnotic inner light.
COMBAT
Nagas favor spells over other forms of combat. Because they are almost always found in the lairs they guard and know well, they can arrange most encounters to suit their wishes.

DARK NAGA


Large Aberration
Hit Dice:
9d8+18 (58 hp)
Initiative:
+2
Speed:
40 ft. (8 squares)
Armor Class:
14 (–1 size, +2 Dex, +3 natural), touch 11, flat-footed 12
Base Attack/Grapple:
+6/+12
Attack:
Sting +7 melee (2d4+2 plus poison)
Full Attack:
Sting +7 melee (2d4+2 plus poison) and bite +2 melee (1d4+1)
Space/Reach:
10 ft./5 ft.
Special Attacks:
Poison, spells
Special Qualities:
Darkvision 60 ft., detect thoughts, guarded thoughts, immunity to poison, resistance to charm
Saves:
Fort +5, Ref +7, Will +8
Abilities:
Str 14, Dex 15, Con 14, Int 16, Wis 15, Cha 17
Skills:
Bluff +9, Concentration +13, Diplomacy +7, Disguise +5 (+7 acting), Intimidate +5, Listen +11, Sense Motive +8, Spellcraft +12, Spot +11
Feats:
Alertness, Combat Casting, Dodge, Eschew MaterialsB, Lightning Reflexes
Environment:
Temperate hills
Organization:
Solitary or nest (2–4)
Challenge Rating:
8
Treasure:
Standard
Alignment:
Usually lawful evil
Advancement:
10–13 HD (Large); 14–27 HD (Huge)
Level Adjustment:

Dark nagas speak Common and Infernal.
Combat
Dark nagas prefer to fight from an elevated position where they get a good view of the battlefield while also staying out of reach.
Poison (Ex): Injury, Fortitude DC 16 or lapse into a nightmare-haunted sleep for 2d4 minutes. The save DC is Constitution-based.
Spells: Dark nagas cast spells as 7th-level sorcerers.
Typical Sorcerer Spells Known (6/7/7/5; save DC 13 + spell level): 0—daze, detect magic, light, mage hand, open/close, ray of frost, read magic; 1st—expeditious retreat, magic missile, ray of enfeeblement, shield, silent image; 2nd—cat’s grace, invisibility, scorching ray; 3rd—displacement, lightning bolt.
Resistance to Charm: Dark nagas have a +2 racial bonus on saving throws against all charm effects (not included in the statistics block).
Detect Thoughts (Su): A dark naga can continuously use detect thoughts as the spell (caster level 9th; Will DC 15 negates). This ability is always active. The save DC is Charisma-based.
Guarded Thoughts (Ex): Dark nagas are immune to any form of mind reading.

GUARDIAN NAGA


Large Aberration
Hit Dice:
11d8+44 (93 hp)
Initiative:
+2
Speed:
40 ft. (8 squares)
Armor Class:
18 (–1 size, +2 Dex, +7 natural), touch 11, flat-footed 16
Base Attack/Grapple:
+8/+17
Attack:
Bite +12 melee (2d6+7 plus poison) or spit +9 ranged touch (poison)
Full Attack:
Bite +12 melee (2d6+7 plus poison) or spit +9 ranged touch (poison)
Space/Reach:
10 ft./5 ft.
Special Attacks:
Poison, spit, spells
Special Qualities:
Darkvision 60 ft.
Saves:
Fort +7, Ref +7, Will +11
Abilities:
Str 21, Dex 14, Con 19, Int 16, Wis 19, Cha 18
Skills:
Bluff +18, Concentration +19, Listen +13, Diplomacy +8, Disguise +4 (+6 acting), Intimidate +6, Sense Motive +18, Spellcraft +17, Spot +13
Feats:
Alertness, Combat Casting, Dodge, Eschew MaterialsB, Lightning Reflexes
Environment:
Temperate plains
Organization:
Solitary or nest (2–4)
Challenge Rating:
10
Treasure:
Standard
Alignment:
Usually lawful good
Advancement:
12–16 HD (Large); 17–33 HD (Huge)
Level Adjustment:

Guardian nagas speak Celestial and Common.
Combat
Guardian nagas usually warn off intruders before attacking. If the warning is ignored, they may begin a spell assault or spit poison.
Poison (Ex): Injury or contact, Fortitude DC 19, initial and secondary damage 1d10 Con. The save DC is Constitution-based.
Spit (Ex): A guardian naga can spit its venom up to 30 feet as a standard action. This is a ranged touch attack with no range increment. Opponents hit by this attack must make successful saves (see above) to avoid the effect.
Spells: Guardian nagas cast spells as 9th-level sorcerers, and can also cast spells from the cleric list and from the Good and Law domains. The cleric spells and domain spells are considered arcane spells for a guardian naga, meaning that the creature does not need a divine focus to cast them.
Typical Spells Known (6/7/7/7/5; save DC 14 + spell level): 0— cure minor wounds, daze, detect magic, light, mage hand, open/close, ray of frost, read magic; 1st—cure light wounds, divine favor, expeditious retreat, mage armor, magic missile; 2nd—detect thoughts, lesser restoration, see invisibility, scorching ray; 3rd—cure serious wounds, dispel magic, lightning bolt; 4th—divine power, greater invisibility.

SPIRIT NAGA


Large Aberration
Hit Dice:
9d8+36 (76 hp)
Initiative:
+1
Speed:
40 ft. (8 squares)
Armor Class:
16 (–1 size, +1 Dex, +6 natural), touch 10, flat-footed 15
Base Attack/Grapple:
+6/+14
Attack:
Bite +9 melee (2d6+6 plus poison)
Full Attack:
Bite +9 melee (2d6+6 plus poison)
Space/Reach:
10 ft./5 ft.
Special Attacks:
Charming gaze, poison, spells
Special Qualities:
Darkvision 60 ft.
Saves:
Fort +7, Ref +6, Will +9
Abilities:
Str 18, Dex 13, Con 18, Int 12, Wis 17, Cha 17
Skills:
Concentration +13, Listen +14, Spellcraft +10, Spot +14
Feats:
Ability Focus (charming gaze), Alertness, Combat Casting, Eschew MaterialsB, Lightning Reflexes
Environment:
Temperate marshes
Organization:
Solitary or nest (2–4)
Challenge Rating:
9
Treasure:
Standard
Alignment:
Usually chaotic evil
Advancement:
10–13 HD (Large); 14–27 HD (Huge)
Level Adjustment:

Spirit nagas speak Abyssal and Common.
Combat
Spirit nagas meet foes boldly so as to use their gaze attacks to best effect. They quickly slither forward to bite foes that avert their eyes.
Charming Gaze (Su): As charm person, 30 feet, Will DC 19 negates. The save DC is Charisma-based.
Poison (Ex): Injury, Fortitude DC 18, initial and secondary damage 1d8 Con. The save DC is Constitution-based.
Spells: Spirit nagas cast spells as 7th-level sorcerers, and can also cast spells from the cleric spell list and from the Chaos and Evil domains as arcane spells. The cleric spells and domain spells are considered arcane spells for a spirit naga, meaning that the creature does not need a divine focus to cast them.
Typical Spells Known (6/7/7/5; save DC 13 + spell level): 0—cure minor wounds, daze, detect magic, mage hand, open/close, ray of frost, read magic; 1st—charm person, cure light wounds, divine favor, magic missile, shield of faith; 2nd—cat’s grace, invisibility, summon swarm; 3rd—displacement, fireball.

WATER NAGA


Large Aberration (Aquatic)
Hit Dice:
7d8+28 (59 hp)
Initiative:
+1
Speed:
30 ft. (6 squares), swim 50 ft.
Armor Class:
15 (–1 size, +1 Dex, +5 natural), touch 10, flat-footed 14
Base Attack/Grapple:
+5/+12
Attack:
Bite +7 melee (2d6+4 plus poison)
Full Attack:
Bite +7 melee (2d6+4 plus poison)
Space/Reach:
10 ft./5 ft.
Special Attacks:
Poison, spells
Special Qualities:
Darkvision 60 ft.
Saves:
Fort +6, Ref +5, Will +8
Abilities:
Str 16, Dex 13, Con 18, Int 10, Wis 17, Cha 15
Skills:
Concentration +12, Listen +7, Spellcraft +8, Spot +7, Swim +11
Feats:
Alertness, Combat Casting, Eschew MaterialsB, Lightning Reflexes
Environment:
Temperate aquatic
Organization:
Solitary, pair, or nest (3–4)
Challenge Rating:
7
Treasure:
Standard
Alignment:
Usually neutral
Advancement:
8–10 HD (Large); 11–21 HD (Huge)
Level Adjustment:

Water nagas speak Aquan and Common.
Combat
Water nagas prefer to stay mostly concealed in a body of water while they launch a spell attack.
Poison (Ex): Injury, Fortitude DC 17, initial and secondary damage 1d8 Con. The save DC is Constitution-based.
Spells: Water nagas cast spells as 7th-level sorcerers but never use fire spells.
Typical Sorcerer Spells Known (6/7/7/4; save DC 12 + spell level): 0—acid splash, daze, detect magic, light, mage hand, open/close, read magic; 1st—expeditious retreat, magic missile, obscuring mist, shield, true strike; 2nd—invisibility, acid arrow, mirror image; 3rd—protection from energy, suggestion.
Skills: A water naga has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

NIGHT HAG


Medium Outsider (Evil, Extraplanar)
Hit Dice:
8d8+32 (68 hp)
Initiative:
+1
Speed:
20 ft. (4 squares)
Armor Class:
22 (+1 Dex, +11 natural), touch 11, flat-footed 21
Base Attack/Grapple:
+8/+12
Attack:
Bite +12 melee (2d6+6 plus disease)
Full Attack:
Bite +12 melee (2d6+6 plus disease)
Space/Reach:
5 ft./5 ft.
Special Attacks:
Spell-like abilities, dream haunting
Special Qualities:
Damage reduction 10/cold iron and magic, immunity to fire, cold, charm, sleep, and fear, spell resistance 25
Saves:
Fort +12*, Ref +9*, Will +10*
Abilities:
Str 19, Dex 12, Con 18, Int 11, Wis 15, Cha 12
Skills:
Bluff +12, Concentration +15, Diplomacy +5, Disguise +1 (+3 acting), Intimidate +14, Listen +15, Ride +12, Sense Motive +13, Spellcraft +11, Spot +15
Feats:
Alertness, Combat Casting, Mounted Combat
Environment:
A evil-aligned plane
Organization:
Solitary, mounted (1, on nightmare), or covey (3, on nightmares)
Challenge Rating:
9
Treasure:
Standard
Alignment:
Always neutral evil
Advancement:
9–16 HD (Medium)
Level Adjustment:

A night hag is about the same height and weight as a female human.
Night hags speak Abyssal, Celestial, Common, and Infernal.
COMBAT
Night hags attack good creatures on sight if the odds of success seem favorable.
These creatures rip through armor and flesh with their deadly teeth. They love to use sleep and then strangle those who are overcome by it.
A night hag’s natural weapons, as well as any weapons it wields, are treated as evil-aligned for the purpose of overcoming damage reduction. Its natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.
Disease (Ex): Demon fever—bite, Fortitude DC 18, incubation period 1 day, damage 1d6 Con. Each day after the first, on a failed save, an afflicted creature must immediately succeed on another DC 18 Fortitude save or take 1 point of Constitution drain. The save DC is Constitution based.
Spell-Like Abilities: At will—detect chaos, detect evil, detect good, detect law, detect magic, magic missile, polymorph (self only), ray of enfeeblement (DC 12), sleep (DC 12). Caster level 8th. A night hag can use etherealness at will (caster level 16th) so long as it possesses its heartstone (see below). The save DCs are Charisma-based.
Dream Haunting (Su): Night hags can visit the dreams of chaotic or evil individuals by using a special periapt known as a heartstone to become ethereal, then hovering over the creature. Once a hag invades someone’s dreams, it rides on the victim’s back until dawn. The sleeper suffers from tormenting dreams and takes 1 point of Constitution drain upon awakening. Only another ethereal being can stop these nocturnal intrusions, by confronting and defeating the night hag.
HEARTSTONE
All night hags carry a periapt known as a heartstone, which instantly cures any disease contracted by the holder. In addition, a heartstone provides a +2 resistance bonus on all saving throws (this bonus is included in the statistics block). A night hag that loses this charm can no longer use etherealness until it can manufacture another (which takes one month). Creatures other than the hag can benefit from the heartstone’s powers, but the periapt shatters after ten uses (any disease cured or saving throw affected
counts as a use) and it does not bestow etherealness to a bearer that is not a night hag. If sold, an intact heartstone brings 1,800 gp.

NIGHTMARE


Nightmare
Nightmare, Cauchemar


Large Outsider (Evil, Extraplanar)
Huge Outsider (Evil, Extraplanar)
Hit Dice:
6d8+18 (45 hp)
15d8+105 (172 hp)
Initiative:
+6
+6
Speed:
40 ft. (8 squares), fly 90 ft. (good)
40 ft. (8 squares), fly 90 ft. (good)
Armor Class:
24 (–1 size, +2 Dex, +13 natural), touch 11, flat-footed 22
26 (–2 size, +2 Dex, +16 natural), touch 10, flat-footed 24
Base Attack/Grapple:
+6/+14
+15/+33
Attack:
Hoof +9 melee (1d8+4 plus 1d4 fire)
Hoof +23 melee (2d6+10 plus 1d4 fire)
Full Attack:
2 hooves +9 melee (1d8+4 plus 1d4 fire) and bite +4 melee (1d8+2)
2 hooves +23 melee (2d6+10 plus 1d4 fire) and bite +18 melee (2d6+5)
Space/Reach:
10 ft./5 ft.
15 ft./10 ft.
Special Attacks:
Flaming hooves, smoke
Flaming hooves, smoke
Special Qualities:
Astral projection, darkvision 60 ft., etherealness
Astral projection, darkvision 60 ft., etherealness
Saves:
Fort +8, Ref +7, Will +6
Fort +16, Ref +11, Will +10
Abilities:
Str 18, Dex 15, Con 16, Int 13, Wis 13, Cha 12
Str 31, Dex 14, Con 24, Int 16, Wis 12, Cha 12
Skills:
Concentration +12, Diplomacy +3, Intimidate +10, Knowledge (the planes) +10, Listen +12, Move Silently +11, Search +10, Sense Motive +10, Spot +12, Survival +10 (+12 on other planes and following tracks)
Bluff +19, Concentration +25, Diplomacy +5, Disguise +1 (+3 acting), Intimidate +21, Knowledge (arcana) +21, Knowledge (the planes) +21, Listen +21, Move Silently +20, Search +21, Sense Motive +19, Spot +21, Survival +19 (+21 on other planes and following tracks)
Feats:
Alertness, Improved Initiative, Run
Alertness, Cleave, Improved Initiative, Power Attack, Run, Track
Environment:
A evil-aligned plane
A neutral evil plane
Organization:
Solitary Solitary
Solitary
Challenge Rating:
5
11
Treasure:
None
None
Alignment:
Always neutral evil
Always neutral evil
Advancement:
7–10 HD (Large); 11–18 HD (Huge)

Level Adjustment:
+4 (cohort)
+4 (cohort)
A nightmare is about the size of a light war horse.
COMBAT
A nightmare can fight while carrying a rider, but the rider cannot also fight unless he or she succeeds on a Ride check.
A nightmare’s natural weapons, as well as any weapons it wields, are treated as evil-aligned for the purpose of overcoming damage reduction.
Flaming Hooves (Su): A blow from a nightmare’s hooves sets combustible materials alight.
Smoke (Su): During the excitement of battle, a nightmare snorts and neighs with rage. This snorting fills a 15-foot cone with a hot, sulfurous smoke that chokes and blinds opponents. Anyone in the cone must succeed on a DC 16 Fortitude save or take a –2 penalty on all attack and damage rolls until 1d6 minutes after leaving the cone. The cone lasts 1 round, and the nightmare uses it once as a free action during its turn each round. The save DC is Constitution-based.
Because of the smoke it gives off, a nightmare has concealment against creatures 5 feet away and total concealment against creatures 10 feet or farther away. The smoke does not obscure the nightmare’s vision at all.
Astral Projection and Etherealness (Su): These abilities function just like the spells of the same names (caster level 20th); a nightmare can use either at will.
Carrying Capacity: A light load for a nightmare is up to 300 pounds; a medium load, 301–600 pounds; and a heavy load, 601–900 pounds.

[FONT=Times New Roman, Courier New, serif]CAUCHEMAR[/FONT]
[FONT=Times New Roman, Courier New, serif]The cauchemar is a horrible, especially malevolent version of a nightmare. The sight of one of these great horrors bearing down is enough to shake the heart of the boldest champion.[/FONT]
[FONT=Times New Roman, Courier New, serif]COMBAT[/FONT]
The save DC for the cauchemar’s smoke attack (DC 24) is adjusted for its greater number of Hit Dice and higher Constitution score.
Carrying Capacity: A light load for a cauchemar is up to 612 pounds; a medium load, 613–1,224 pounds; and a heavy load, 1,225–1,840 pounds.

NIGHTSHADE
Nightshades are powerful undead composed of equal parts darkness and absolute evil.
Nightshades can read and understand all forms of communication; however, they communicate with others by telepathy.
COMBAT
Each of the three known varieties of nightshade is a terrible creature with unique powers and abilities. Their tactics vary according to their abilities, but they all make liberal use of haste.

Nightshade Abilities
All nightshades have the following special abilities.
Aversion to Daylight (Ex): If exposed to natural daylight (not merely a daylight spell), nightshades take a –4 penalty on all attack rolls, saving throws, and skill checks.
Desecrating Aura (Su): All nightshades give off a 20-footradius emanation of utter desecration, imbuing their surroundings with negative energy. This ability works much like a desecrate spell, except that the nightshade’s evil is so great that it is treated as the shrine of an evil power. All undead within 20 feet of the nightshade (including the creature itself ) gain a +2 profane bonus on attack rolls, damage rolls, and saving throws, and +2 hit points per HD. (The nightshade Hit Dice, attack, and save entries given here include these profane bonuses.) Charisma checks made to turn undead within this area take a –6 penalty.
A nightshade’s desecrating aura cannot be dispelled except by a dispel evil spell or similar effect. If the effect is dispelled, the nightshade can resume it as a free action on its next turn. Its desecrating aura is suppressed if a nightshade enters a consecrated or hallowed area, but the nightshade’s presence also suppresses the consecrated or hallowed effect for as long as it remains in the area.

NIGHTCRAWLER


Gargantuan Undead (Extraplanar)
Hit Dice:
25d12+50 (212 hp)
Initiative:
+4
Speed:
30 ft. (6 squares), burrow 60 ft.
Armor Class:
35 (–4 size, +29 natural), touch 6, flat-footed 35
Base Attack/Grapple:
+12/+45
Attack:
Bite +29 melee (4d6+21)
Full Attack:
Bite +29 melee (4d6+21/19–20) and sting +24 melee (2d8+11/19–20 plus poison)
Space/Reach:
20 ft./15 ft.
Special Attacks:
Desecrating aura, energy drain, spell-like abilities, poison, summon undead, swallow whole
Special Qualities:
Aversion to daylight, damage reduction 15/silver and magic, darkvision 60 ft., immunity to cold, spell resistance 31, telepathy 100 ft, tremorsense 60 ft., undead traits
Saves:
Fort +12, Ref +10, Will +23
Abilities:
Str 48, Dex 10, Con —, Int 20, Wis 20, Cha 18
Skills:
Concentration +32, Diplomacy +6, Hide +16, Knowledge (arcana) +33, Listen +33, Move Silently +28, Search +33, Sense Motive +23, Spellcraft +35, Spot +33, Survival +5 (+7 following tracks)
Feats:
Blind-Fight, Combat Casting, Great Fortitude, Improved Critical (bite), Improved Critical (sting), Improved Initiative, Iron Will, Power Attack, Quicken Spell-Like Ability (cone of cold)
Environment:
Plane of Shadow
Organization:
Solitary or pair
Challenge Rating:
18
Treasure:
Standard
Alignment:
Always chaotic evil
Advancement:
26–50 HD (Colossal)
Level Adjustment:

A nightcrawler is a massive behemoth similar to a purple worm, though utterly black in color.
A nightcrawler measures about 7 feet in diameter and is 100 feet long from its toothy maw to the tip of its stinging tail. It weighs about 55,000 pounds.
Combat
A nightcrawler attacks by burrowing through the ground and emerging to strike.
A nightcrawler’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.
Energy Drain (Su): Living creatures inside a nightcrawler’s gizzard gain one negative level each round. The DC is 26 for the Fortitude save to remove a negative level. The save DC is Charisma-based.
For each such negative level bestowed, the nightcrawler gains 5 temporary hit points.
Improved Grab (Ex): To use this ability, a nightcrawler must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can try to swallow the opponent in the following round.
Poison (Ex): Injury, Fortitude DC 22, initial and secondary damage 2d6 Str. The save DC is Constitution-based.
Spell-Like Abilities: At will—contagion (DC 18), deeper darkness, detect magic, greater dispel magic, haste, invisibility, see invisibility, unholy blight (DC 18); 3/day—cone of cold (DC 19), confusion (DC 18), hold monster (DC 19); 1/day—finger of death (DC 21), mass hold monster (DC 23), plane shift (DC 21). Caster level 25th. The save DCs are Charisma-based.
Summon Undead (Su): A nightcrawler can summon undead creatures once per night: 9–16 shadows, 3–6 greater shadows, or 2–4 dread wraiths. The undead arrive in 1d10 rounds and serve for 1 hour or until released.
Swallow Whole (Ex): A nightcrawler can try to swallow a grabbed opponent of Huge or smaller size by making a successful grapple check. Once inside, the opponent takes 2d8+12 points of bludgeoning damage plus 12 points of acid damage per round from the nightcrawler’s gizzard and is subject to the creature’s energy drain. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 35 points of damage to the gizzard (AC 21). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. A nightcrawler’s interior can hold 2 Huge, 8 Large, 32 Medium, 128 Small, 512 Tiny or smaller opponents.

NIGHTWALKER


Huge Undead (Extraplanar)
Hit Dice:
21d12+42 (178 hp)
Initiative:
+6
Speed:
40 ft (8 squares)., fly 20 ft. (poor)
Armor Class:
32 (–2 size, +2 Dex, +22 natural), touch 10, flat-footed 30
Base Attack/Grapple:
+10/+34
Attack:
Slam +24 melee (2d6+16)
Full Attack:
2 slams +24 melee (2d6+16)
Space/Reach:
15 ft./15 ft.
Special Attacks:
Crush item, desecrating aura, evil gaze, spell-like abilities, summon undead
Special Qualities:
Aversion to daylight, damage reduction 15/silver and magic, darkvision 60 ft., immunity to cold, spell resistance 29, telepathy 100 ft., undead traits
Saves:
Fort +11, Ref +11, Will +19
Abilities:
Str 38, Dex 14, Con —, Int 20, Wis 20, Cha 18
Skills:
Concentration +28, Diplomacy +6, Hide +18*, Knowledge (arcana) +29, Listen +29, Move Silently +26, Search +29, Sense Motive +29, Spellcraft +31, Spot +29, Survival +5 (+7 following tracks)
Feats:
Cleave, Combat Expertise, Combat Reflexes, Great Fortitude, Improved Disarm, Improved Initiative, Power Attack, Quicken Spell-Like Ability (unholy blight)
Environment:
Plane of Shadow
Organization:
Solitary, pair, or gang (3–4)
Challenge Rating:
16
Treasure:
Standard
Alignment:
Always chaotic evil
Advancement:
22–31 HD (Huge); 32–42 HD (Gargantuan)
Level Adjustment:

Nightwalkers are human-shaped horrors that haunt the darkness.
A nightwalker is about 20 feet tall and weighs about 12,000 pounds.
Combat
Nightwalkers lurk in dark areas where they can almost always surprise the unwary.
A nightwalker’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.
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. The nightwalker must make a successful disarm attempt to grab an item held by an opponent. The item is entitled to a DC 34 Fortitude save to resist destruction. The save DC is Strength-based.
Evil Gaze (Su): Fear, 30 feet. A creature that meets the nightwalker’s gaze must succeed on a DC 24 Will save or be paralyzed with fear for 1d8 rounds. Whether or not the save is successful, that creature cannot be affected again by the same nightshade’s gaze for 24 hours. This is a mind-affecting fear effect. The save DC is Charisma-based.
Spell-Like Abilities: At will—contagion (DC 18), deeper darkness, detect magic, greater dispel magic, haste, see invisibility, and unholy blight (DC 18); 3/day—confusion (DC 18), hold monster (DC 19), invisibility; 1/day—cone of cold (DC 19), finger of death (DC 21), plane shift (DC 21). Caster level 21st. The save DCs are Charisma-based.
Summon Undead (Su): A nightwalker can summon undead creatures once per night: 7–12 shadows, 2–5 greater shadows, or 1–2 dread wraiths. The undead arrive in 1d10 rounds and serve for 1 hour or until released.
Skills: *When hiding in a dark area, a nightwalker gains a +8 racial bonus on Hide checks.
Tactics Round-by-Round
The nightwalker is an exceedingly intelligent foe that makes the best use of all its abilities. It favors using its spell-like abilities to divide and disable its enemies, then closing to melee with opponents it has isolated from their allies.
Prior to combat: The nightwalker keeps its see invisibility power active most of the time. It uses haste and invisibility to prepare for battle.
Round 1: Move to within 30 feet to make use of gaze attack and strike with confusion or hold monster, coupled with a quickened unholy blight.
Round 2: Hit a spellcaster with finger of death and another quickened unholy blight.
Round 3: Move up to engage the enemy and attempt to disarm an enemy fighter.
Round 4: Crush the disarmed weapon (or use gaze attack if disarm attempt failed).
Round 5: Full attack against the unarmed foe (or on a nearby spellcaster).

NIGHTWING


Huge Undead (Extraplanar)
Hit Dice:
17d12+34 (144 hp)
Initiative:
+8
Speed:
20 ft. (4 squares), fly 60 ft. (good)
Armor Class:
30 (–2 size, +4 Dex, +18 natural) touch 12, flat-footed 26
Base Attack/Grapple:
+8/+28
Attack:
Bite +18 melee (2d6+17/19–20 plus magic drain)
Full Attack:
Bite +18 melee (2d6+17/19–20 plus magic drain)
Space/Reach:
15 ft./10 ft.
Special Attacks:
Desecrating aura, magic drain, spell-like abilities, summon undead
Special Qualities:
Aversion to daylight, damage reduction 15/silver and magic, darkvision 60 ft., immunity to cold, spell resistance 27, telepathy 100 ft., undead traits
Saves:
Fort +9, Ref +11, Will +17
Abilities:
Str 31, Dex 18, Con —, Int 18, Wis 20, Cha 18
Skills:
Concentration +24, Diplomacy +6, Hide +16*, Listen +25, Move Silently +24, Search +24, Sense Motive +25, Spellcraft +24, Spot +25, Survival +5 (+7 following tracks)
Feats:
Combat Reflexes, Dodge, Flyby Attack, Great Fortitude, Improved Critical (bite), Improved Initiative
Environment:
Plane of Shadow
Organization:
Solitary, pair, or flock (3–6)
Challenge Rating:
14
Treasure:
Standard
Alignment:
Always chaotic evil
Advancement:
18–25 HD (Huge); 26–34 HD (Gargantuan)
Level Adjustment:

Nightwings are batlike flyers that hunt on the wing.
A nightwing has a wingspan of about 40 feet and weighs about 4,000 pounds.
Combat
Nightwings prowl the night sky and dive onto their victims. They are all but invisible, detectable only because of the stars they obscure in their passing.
A nightwing’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.
Magic Drain (Su): A nightwing can weaken magic armor, weapons, and shields by making a successful touch attack. The targeted item must succeed on a DC 22 Fortitude save or lose 1 point of its enhancement bonus. The save DC is Charisma-based. An item that loses its entire enhancement bonus becomes merely a masterwork item and loses any special abilities (such as flaming) as well. Casting dispel evil upon the item reverses the effect of the magic drain, provided this occurs within a number of days after the attack equal to the caster’s level and the caster succeeds on a DC 29 caster level check.
Spell-Like Abilities: At will—contagion (DC 18), deeper darkness, detect magic, haste, see invisibility, unholy blight (DC 18); 3/day—confusion (DC 18), greater dispel magic, hold monster (DC 19), invisibility; 1/day—cone of cold (DC 19), finger of death (DC 21), plane shift (DC 21). Caster level 17th. The save DCs are Charisma-based.
Summon Undead (Su): A nightwing can summon undead creatures once per night: 5–12 shadows, 2–4 greater shadows, or 1 dread wraith. The undead arrive in 1d10 rounds and serve for 1 hour or until released.
Skills: *When hiding in a dark area or flying in a dark sky, a nightwing gains a +8 racial bonus on Hide checks.

NYMPH


Medium Fey
Hit Dice:
6d6+6 (27 hp)
Initiative:
+3
Speed:
30 ft. (6 squares), swim 20 ft.
Armor Class:
17 (+3 Dex, +4 deflection), touch 17, flat-footed 14
Base Attack/Grapple:
+3/+3
Attack:
Dagger +6 melee (1d4/19–20)
Full Attack:
Dagger +6 melee (1d4/19–20)
Space/Reach:
5 ft./5 ft.
Special Attacks:
Blinding beauty, spells, spell-like abilities, stunning glance
Special Qualities:
Damage reduction 10/cold iron, low-light vision, unearthly grace, wild empathy
Saves:
Fort +7, Ref +12, Will +12
Abilities:
Str 10, Dex 17, Con 12, Int 16, Wis 17, Cha 19
Skills:
Concentration +10, Diplomacy +6, Escape Artist +12, Handle Animal +13, Heal +12, Hide +12, Listen +12, Move Silently +12, Ride +5, Sense Motive +12, Spot +12, Swim +8, Use Rope +3 (+5 with bindings)
Feats:
Combat Casting, Dodge, Weapon Finesse
Environment:
Temperate forests
Organization:
Solitary
Challenge Rating:
7
Treasure:
Standard
Alignment:
Usually chaotic good
Advancement:
7–12 HD (Medium)
Level Adjustment:
+7
A nymph is about the height and weight of a female elf.
Nymphs speak Sylvan and Common.
COMBAT
Blinding Beauty (Su): This ability affects all humanoids within 30 feet of a nymph. Those who look directly at a nymph must succeed on a DC 17 Fortitude save or be blinded permanently as though by the blindness spell. A nymph can suppress or resume this ability as a free action.
The save DC is Charisma-based.
Spell-Like Abilities: 1/day—dimension door. Caster level 7th.
Spells: A nymph casts divine spells as a 7th-level druid.
Typical Druid Spells Prepared (6/5/4/3/1, save DC 13 + spell level): 0—cure minor wounds, detect magic, flare, guidance, light, resistance; 1st—calm animal, cure light wounds, entangle, longstrider, speak with animals; 2nd—barkskin, heat metal, lesser restoration, tree shape; 3rd— call lightning, cure moderate wounds, protection from energy; 4th—rusting grasp.
Stunning Glance (Su): As a standard action, a wrathful nymph can stun a creature within 30 feet with a look. The target creature must succeed on a DC 17 Fortitude save or be stunned for 2d4 rounds. The save DC is Charisma-based.
Unearthly Grace (Su): A nymph adds her Charisma modifier as a bonus on all her saving throws, and as a deflection bonus to her Armor Class. (The statistics block already reflects these bonuses).
Wild Empathy (Ex): This power works like the druid’s wild empathy class feature, except that a nymph has a +6 racial bonus on the check.
Skills: A nymph has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. She can always choose to take 10 on a Swim check, even if distracted or endangered. She can use the run action while swimming, provided she swims in a straight line.
 

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