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<blockquote data-quote="BOZ" data-source="post: 139746" data-attributes="member: 1241"><p>NIGHTSHADE</p><p>Medium-Size Fey</p><p>Hit Dice: 1d6+2 (5 hp)</p><p>Initiative: +2 (Dex)</p><p>Speed: 30 ft</p><p>AC: 15 (+2 Dex, +3 natural)</p><p>Attacks: Short sword +2 melee; or halfspear +0 melee</p><p>Damage: Short sword 1d6 and poison; or halfspear 1d6 and poison</p><p>Face/Reach: 5 ft by 5 ft/5 ft</p><p>Special Attacks: Spell-like abilities, poison, summon shambling mound</p><p>Special Qualities: Immune to wood, vulnerabiliy to fire</p><p>Saves: Fort +2, Ref +4, Will +2</p><p>Abilities: Str 10, Dex 15, Con 14, Int 10, Wis 11, Cha 10</p><p>Skills: Bluff +4, Concentration +5, Craft (any one) +3, Hide +4, Listen +4, Move Silently +6, Spot +4, Wilderness Lore +4</p><p>Feats: Weapon Finesse (short sword)</p><p></p><p>Climate/Terrain: Any forest and underground</p><p>Organization: Solitary, pack (1-4), or tribe (3-30 plus 1 5th-level druid per six nightshades)</p><p>Challenge Rating: 2</p><p>Treasure: No coins; no goods; standard items; double potions</p><p>Alignment: Always neutral evil</p><p>Advancement: 1-3 HD (Medium-Size)</p><p></p><p>Nightshades are fey spirits of poisonous plants. These beings, also known as *wood woses* dwell in dark, unhallowed places, where plants like mistletoe, hemlock, foxglove, and belladonna grow.</p><p> Nightshades appear similar to dwarves in some ways, but are much more like sylvan creatures in other ways. Nightshades average 4 feet tall, and have stocky bodies. They have dark brown skin, and thick beards and hair that are covered in vines and leaves. They wear nothing but woven kilts and vests, and carry weapons of beaten copper or bronze. Nightshades speak Sylvan, and can speak with plants.</p><p> Wood woses live in dark groves, and are the weeds of the fey world. They are cold and uncaring creatures, and serve their high queen Ainecotte with a healthy fear. They are on good terms with quicklings, but are despised by treants.</p><p></p><p>COMBAT</p><p>Nightshades use either bronze short swords or spears, and coat their blades with a poison derived from their sap (blood).</p><p> Spell-Like Abilities: At will - pass without trace, speak with plants; 1/day - entangle, transport via plants.</p><p> Poison (Su): Poisoned weapons, Fortitude save (DC ); initial and secondary damage 1d6 temporary Dexterity damage. When a victim's Dexterity drops below 3, he becomes immobile. When it reaches 0, he dies, and becomes a nightshade on the next full moon.</p><p> Summon Shambling Mound (Su): Once per month, a group of seven or more nightshades can summon a shambling mound. This requires a blood-drinking ritual that takes one hour to perform, and the shambling mound is under the control of the nightshades for a whole night.</p><p> Immune To Wood (Ex): Nightshades take no damage from wooden weapons of any sort, including magical weapons of that sort.</p><p> Vulnerability To Fire (Ex): Nightshades take double damage from all fire attacks.</p><p></p><p>The nightshade first appeared in FRQ3 Doom of Daggerdale, and later in the Monstrous Compendium Annual One.</p></blockquote><p></p>
[QUOTE="BOZ, post: 139746, member: 1241"] NIGHTSHADE Medium-Size Fey Hit Dice: 1d6+2 (5 hp) Initiative: +2 (Dex) Speed: 30 ft AC: 15 (+2 Dex, +3 natural) Attacks: Short sword +2 melee; or halfspear +0 melee Damage: Short sword 1d6 and poison; or halfspear 1d6 and poison Face/Reach: 5 ft by 5 ft/5 ft Special Attacks: Spell-like abilities, poison, summon shambling mound Special Qualities: Immune to wood, vulnerabiliy to fire Saves: Fort +2, Ref +4, Will +2 Abilities: Str 10, Dex 15, Con 14, Int 10, Wis 11, Cha 10 Skills: Bluff +4, Concentration +5, Craft (any one) +3, Hide +4, Listen +4, Move Silently +6, Spot +4, Wilderness Lore +4 Feats: Weapon Finesse (short sword) Climate/Terrain: Any forest and underground Organization: Solitary, pack (1-4), or tribe (3-30 plus 1 5th-level druid per six nightshades) Challenge Rating: 2 Treasure: No coins; no goods; standard items; double potions Alignment: Always neutral evil Advancement: 1-3 HD (Medium-Size) Nightshades are fey spirits of poisonous plants. These beings, also known as *wood woses* dwell in dark, unhallowed places, where plants like mistletoe, hemlock, foxglove, and belladonna grow. Nightshades appear similar to dwarves in some ways, but are much more like sylvan creatures in other ways. Nightshades average 4 feet tall, and have stocky bodies. They have dark brown skin, and thick beards and hair that are covered in vines and leaves. They wear nothing but woven kilts and vests, and carry weapons of beaten copper or bronze. Nightshades speak Sylvan, and can speak with plants. Wood woses live in dark groves, and are the weeds of the fey world. They are cold and uncaring creatures, and serve their high queen Ainecotte with a healthy fear. They are on good terms with quicklings, but are despised by treants. COMBAT Nightshades use either bronze short swords or spears, and coat their blades with a poison derived from their sap (blood). Spell-Like Abilities: At will - pass without trace, speak with plants; 1/day - entangle, transport via plants. Poison (Su): Poisoned weapons, Fortitude save (DC ); initial and secondary damage 1d6 temporary Dexterity damage. When a victim's Dexterity drops below 3, he becomes immobile. When it reaches 0, he dies, and becomes a nightshade on the next full moon. Summon Shambling Mound (Su): Once per month, a group of seven or more nightshades can summon a shambling mound. This requires a blood-drinking ritual that takes one hour to perform, and the shambling mound is under the control of the nightshades for a whole night. Immune To Wood (Ex): Nightshades take no damage from wooden weapons of any sort, including magical weapons of that sort. Vulnerability To Fire (Ex): Nightshades take double damage from all fire attacks. The nightshade first appeared in FRQ3 Doom of Daggerdale, and later in the Monstrous Compendium Annual One. [/QUOTE]
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