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Revised (v.3.5) System Reference Document
Monsters N
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<blockquote data-quote="Morrus" data-source="post: 6159557" data-attributes="member: 1"><p><span style="color: #000000"><span style="font-size: 18px">NAGA</span></span></p><p> <span style="font-size: 10px">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.</span></p><p> COMBAT</p><p> <span style="font-size: 10px">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.</span></p><p> </p><p> DARK NAGA</p><table style='width: 100%'><tr><td> <br /> <br /> </td><td> <span style="font-size: 10px">Large Aberration</span><br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Hit Dice:</strong></span><br /> </td><td> <span style="font-size: 10px">9d8+18 (58 hp)</span><br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Initiative:</strong></span><br /> </td><td> <span style="font-size: 10px">+2</span><br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Speed:</strong></span><br /> </td><td> <span style="font-size: 10px">40 ft. (8 squares)</span><br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Armor Class:</strong></span><br /> </td><td> <span style="font-size: 10px">14 (–1 size, +2 Dex, +3 natural), touch 11, flat-footed 12</span><br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Base Attack/Grapple:</strong></span><br /> </td><td> <span style="font-size: 10px">+6/+12</span><br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Attack:</strong></span><br /> </td><td> <span style="font-size: 10px">Sting +7 melee (2d4+2 plus poison)</span><br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Full Attack:</strong></span><br /> </td><td> <span style="font-size: 10px">Sting +7 melee (2d4+2 plus poison) and bite +2 melee (1d4+1)</span><br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Space/Reach:</strong></span><br /> </td><td> <span style="font-size: 10px">10 ft./5 ft.</span><br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Special Attacks:</strong></span><br /> </td><td> <span style="font-size: 10px">Poison, spells</span><br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Special Qualities:</strong></span><br /> </td><td> <span style="font-size: 10px">Darkvision 60 ft., detect thoughts, guarded thoughts, immunity to poison, resistance to charm</span><br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Saves:</strong></span><br /> </td><td> <span style="font-size: 10px">Fort +5, Ref +7, Will +8</span><br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Abilities:</strong></span><br /> </td><td> <span style="font-size: 10px">Str 14, Dex 15, Con 14, Int 16, Wis 15, Cha 17</span><br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Skills:</strong></span><br /> </td><td> <span style="font-size: 10px">Bluff +9, Concentration +13, Diplomacy +7, Disguise +5 (+7 acting), Intimidate +5, Listen +11, Sense Motive +8, Spellcraft +12, Spot +11</span><br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Feats:</strong></span><br /> </td><td> <span style="font-size: 10px">Alertness, Combat Casting, Dodge, Eschew Materials</span>[SUP]<span style="font-size: 10px">B</span>[/SUP]<span style="font-size: 10px">, Lightning Reflexes</span><br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Environment:</strong></span><br /> </td><td> <span style="font-size: 10px">Temperate hills</span><br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Organization:</strong></span><br /> </td><td> <span style="font-size: 10px">Solitary or nest (2–4)</span><br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Challenge Rating:</strong></span><br /> </td><td> <span style="font-size: 10px">8</span><br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Treasure:</strong></span><br /> </td><td> <span style="font-size: 10px">Standard</span><br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Alignment:</strong></span><br /> </td><td> <span style="font-size: 10px">Usually lawful evil</span><br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Advancement:</strong></span><br /> </td><td> <span style="font-size: 10px">10–13 HD (Large); 14–27 HD (Huge)</span><br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Level Adjustment:</strong></span><br /> </td><td> —<br /> </td></tr></table><p> <span style="font-size: 10px">Dark nagas speak Common and Infernal.</span></p><p> <span style="font-size: 10px">Combat</span></p><p> <span style="font-size: 10px">Dark nagas prefer to fight from an elevated position where they get a good view of the battlefield while also staying out of reach.</span></p><p> <span style="font-size: 10px"><strong>Poison (Ex):</strong></span><span style="font-size: 10px"> Injury, Fortitude DC 16 or lapse into a nightmare-haunted sleep for 2d4 minutes. The save DC is Constitution-based.</span></p><p> <span style="font-size: 10px"><strong>Spells:</strong></span><span style="font-size: 10px"> Dark nagas cast spells as 7th-level sorcerers.</span></p><p> <span style="font-size: 10px"><em>Typical Sorcerer Spells Known </em></span><span style="font-size: 10px">(6/7/7/5; save DC 13 + spell level): 0—</span><span style="font-size: 10px"><em>daze, detect magic, light, mage hand, open/close, ray of frost, read magic; </em></span><span style="font-size: 10px">1st—</span><span style="font-size: 10px"><em>expeditious retreat, magic missile, ray of enfeeblement, shield, silent image; </em></span><span style="font-size: 10px">2nd—</span><span style="font-size: 10px"><em>cat’s grace, invisibility, scorching ray; </em></span><span style="font-size: 10px">3rd—</span><span style="font-size: 10px"><em>displacement, lightning bolt.</em></span></p><p> <span style="font-size: 10px"><strong>Resistance to </strong></span><span style="font-size: 10px"><em><strong>Charm</strong></em></span><span style="font-size: 10px"><strong>: </strong></span><span style="font-size: 10px">Dark nagas have a +2 racial bonus on saving throws against all </span><span style="font-size: 10px"><em>charm </em></span><span style="font-size: 10px">effects (not included in the statistics block).</span></p><p> <span style="font-size: 10px"><strong>Detect Thoughts (Su):</strong></span><span style="font-size: 10px"> 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.</span></p><p> <span style="font-size: 10px"><strong>Guarded Thoughts (Ex):</strong></span><span style="font-size: 10px"> Dark nagas are immune to any form of mind reading.</span></p><p> </p><p> GUARDIAN NAGA</p><table style='width: 100%'><tr><td> <br /> <br /> </td><td> <span style="font-size: 10px">Large Aberration</span><br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Hit Dice:</strong></span><br /> </td><td> <span style="font-size: 10px">11d8+44 (93 hp)</span><br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Initiative:</strong></span><br /> </td><td> <span style="font-size: 10px">+2</span><br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Speed:</strong></span><br /> </td><td> <span style="font-size: 10px">40 ft. (8 squares)</span><br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Armor Class:</strong></span><br /> </td><td> <span style="font-size: 10px">18 (–1 size, +2 Dex, +7 natural), touch 11, flat-footed 16</span><br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Base Attack/Grapple:</strong></span><br /> </td><td> <span style="font-size: 10px">+8/+17</span><br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Attack:</strong></span><br /> </td><td> <span style="font-size: 10px">Bite +12 melee (2d6+7 plus poison) or spit +9 ranged touch (poison)</span><br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Full Attack:</strong></span><br /> </td><td> <span style="font-size: 10px">Bite +12 melee (2d6+7 plus poison) or spit +9 ranged touch (poison)</span><br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Space/Reach:</strong></span><br /> </td><td> <span style="font-size: 10px">10 ft./5 ft.</span><br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Special Attacks:</strong></span><br /> </td><td> <span style="font-size: 10px">Poison, spit, spells</span><br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Special Qualities:</strong></span><br /> </td><td> <span style="font-size: 10px">Darkvision 60 ft.</span><br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Saves:</strong></span><br /> </td><td> <span style="font-size: 10px">Fort +7, Ref +7, Will +11</span><br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Abilities:</strong></span><br /> </td><td> <span style="font-size: 10px">Str 21, Dex 14, Con 19, Int 16, Wis 19, Cha 18</span><br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Skills:</strong></span><br /> </td><td> <span style="font-size: 10px">Bluff +18, Concentration +19, Listen +13, Diplomacy +8, Disguise +4 (+6 acting), Intimidate +6, Sense Motive +18, Spellcraft +17, Spot +13</span><br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Feats:</strong></span><br /> </td><td> <span style="font-size: 10px">Alertness, Combat Casting, Dodge, Eschew Materials</span>[SUP]<span style="font-size: 10px">B</span>[/SUP]<span style="font-size: 10px">, Lightning Reflexes</span><br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Environment:</strong></span><br /> </td><td> <span style="font-size: 10px">Temperate plains</span><br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Organization:</strong></span><br /> </td><td> <span style="font-size: 10px">Solitary or nest (2–4)</span><br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Challenge Rating:</strong></span><br /> </td><td> <span style="font-size: 10px">10</span><br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Treasure:</strong></span><br /> </td><td> <span style="font-size: 10px">Standard</span><br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Alignment:</strong></span><br /> </td><td> <span style="font-size: 10px">Usually lawful good</span><br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Advancement:</strong></span><br /> </td><td> <span style="font-size: 10px">12–16 HD (Large); 17–33 HD (Huge)</span><br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Level Adjustment:</strong></span><br /> </td><td> —<br /> </td></tr></table><p> <span style="font-size: 10px">Guardian nagas speak Celestial and Common.</span></p><p> <span style="font-size: 10px">Combat</span></p><p> <span style="font-size: 10px">Guardian nagas usually warn off intruders before attacking. If the warning is ignored, they may begin a spell assault or spit poison.</span></p><p> <span style="font-size: 10px"><strong>Poison (Ex): </strong></span><span style="font-size: 10px">Injury or contact, Fortitude DC 19, initial and secondary damage 1d10 Con. The save DC is Constitution-based.</span></p><p> <span style="font-size: 10px"><strong>Spit (Ex):</strong></span><span style="font-size: 10px"> 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.</span></p><p> <span style="font-size: 10px"><strong>Spells: </strong></span><span style="font-size: 10px">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.</span></p><p> <span style="font-size: 10px"><em>Typical Spells Known </em></span><span style="font-size: 10px">(6/7/7/7/5; save DC 14 + spell level): 0— </span><span style="font-size: 10px"><em>cure minor wounds, daze, detect magic, light, mage hand, open/close, ray of frost, read magic; </em></span><span style="font-size: 10px">1st—</span><span style="font-size: 10px"><em>cure light wounds, divine favor, expeditious retreat, mage armor, magic missile; </em></span><span style="font-size: 10px">2nd—</span><span style="font-size: 10px"><em>detect thoughts, lesser restoration, see invisibility, scorching ray; </em></span><span style="font-size: 10px">3rd—</span><span style="font-size: 10px"><em>cure serious wounds, dispel magic, lightning bolt; </em></span><span style="font-size: 10px">4th—</span><span style="font-size: 10px"><em>divine power, greater invisibility.</em></span></p><p> </p><p> SPIRIT NAGA</p><table style='width: 100%'><tr><td> <br /> <br /> </td><td> <span style="font-size: 10px">Large Aberration</span><br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Hit Dice:</strong></span><br /> </td><td> <span style="font-size: 10px">9d8+36 (76 hp)</span><br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Initiative:</strong></span><br /> </td><td> <span style="font-size: 10px">+1</span><br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Speed:</strong></span><br /> </td><td> <span style="font-size: 10px">40 ft. (8 squares)</span><br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Armor Class:</strong></span><br /> </td><td> <span style="font-size: 10px">16 (–1 size, +1 Dex, +6 natural), touch 10, flat-footed 15</span><br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Base Attack/Grapple:</strong></span><br /> </td><td> <span style="font-size: 10px">+6/+14</span><br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Attack:</strong></span><br /> </td><td> <span style="font-size: 10px">Bite +9 melee (2d6+6 plus poison)</span><br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Full Attack:</strong></span><br /> </td><td> <span style="font-size: 10px">Bite +9 melee (2d6+6 plus poison)</span><br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Space/Reach:</strong></span><br /> </td><td> <span style="font-size: 10px">10 ft./5 ft.</span><br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Special Attacks:</strong></span><br /> </td><td> <span style="font-size: 10px">Charming gaze, poison, spells</span><br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Special Qualities:</strong></span><br /> </td><td> <span style="font-size: 10px">Darkvision 60 ft.</span><br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Saves:</strong></span><br /> </td><td> <span style="font-size: 10px">Fort +7, Ref +6, Will +9</span><br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Abilities:</strong></span><br /> </td><td> <span style="font-size: 10px">Str 18, Dex 13, Con 18, Int 12, Wis 17, Cha 17</span><br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Skills:</strong></span><br /> </td><td> <span style="font-size: 10px">Concentration +13, Listen +14, Spellcraft +10, Spot +14 </span> <br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Feats:</strong></span><br /> </td><td> <span style="font-size: 10px">Ability Focus (charming gaze), Alertness, Combat Casting, Eschew Materials</span>[SUP]<span style="font-size: 10px">B</span>[/SUP]<span style="font-size: 10px">, Lightning Reflexes</span><br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Environment:</strong></span><br /> </td><td> <span style="font-size: 10px">Temperate marshes</span><br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Organization:</strong></span><br /> </td><td> <span style="font-size: 10px">Solitary or nest (2–4)</span><br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Challenge Rating:</strong></span><br /> </td><td> <span style="font-size: 10px">9</span><br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Treasure:</strong></span><br /> </td><td> <span style="font-size: 10px">Standard</span><br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Alignment:</strong></span><br /> </td><td> <span style="font-size: 10px">Usually chaotic evil</span><br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Advancement:</strong></span><br /> </td><td> <span style="font-size: 10px">10–13 HD (Large); 14–27 HD (Huge)</span><br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Level Adjustment:</strong></span><br /> </td><td> —<br /> </td></tr></table><p> <span style="font-size: 10px">Spirit nagas speak Abyssal and Common.</span></p><p> <span style="font-size: 10px">Combat</span></p><p> <span style="font-size: 10px">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.</span></p><p> <span style="font-size: 10px"><strong>Charming Gaze (Su): </strong></span><span style="font-size: 10px">As </span><span style="font-size: 10px"><em>charm person, </em></span><span style="font-size: 10px">30 feet, Will DC 19 negates. The save DC is Charisma-based.</span></p><p> <span style="font-size: 10px"><strong>Poison (Ex): </strong></span><span style="font-size: 10px">Injury, Fortitude DC 18, initial and secondary damage 1d8 Con. The save DC is Constitution-based.</span></p><p> <span style="font-size: 10px"><strong>Spells:</strong></span><span style="font-size: 10px"> 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.</span></p><p> <span style="font-size: 10px"><em>Typical Spells Known </em></span><span style="font-size: 10px">(6/7/7/5; save DC 13 + spell level): 0—</span><span style="font-size: 10px"><em>cure minor wounds, daze, detect magic, mage hand, open/close, ray of frost, read magic; </em></span><span style="font-size: 10px">1st—</span><span style="font-size: 10px"><em>charm person, cure light wounds, divine favor, magic missile, shield of faith; </em></span><span style="font-size: 10px">2nd—</span><span style="font-size: 10px"><em>cat’s grace, invisibility, summon swarm</em></span><span style="font-size: 10px">; 3rd—</span><span style="font-size: 10px"><em>displacement, fireball.</em></span></p><p> </p><p> WATER NAGA</p><table style='width: 100%'><tr><td> <br /> <br /> </td><td> <span style="font-size: 10px">Large Aberration (Aquatic)</span><br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Hit Dice:</strong></span><br /> </td><td> <span style="font-size: 10px">7d8+28 (59 hp)</span><br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Initiative:</strong></span><br /> </td><td> <span style="font-size: 10px">+1</span><br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Speed:</strong></span><br /> </td><td> <span style="font-size: 10px">30 ft. (6 squares), swim 50 ft.</span><br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Armor Class:</strong></span><br /> </td><td> <span style="font-size: 10px">15 (–1 size, +1 Dex, +5 natural), touch 10, flat-footed 14</span><br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Base Attack/Grapple:</strong></span><br /> </td><td> <span style="font-size: 10px">+5/+12</span><br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Attack:</strong></span><br /> </td><td> <span style="font-size: 10px">Bite +7 melee (2d6+4 plus poison)</span><br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Full Attack:</strong></span><br /> </td><td> <span style="font-size: 10px">Bite +7 melee (2d6+4 plus poison)</span><br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Space/Reach:</strong></span><br /> </td><td> <span style="font-size: 10px">10 ft./5 ft.</span><br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Special Attacks:</strong></span><br /> </td><td> <span style="font-size: 10px">Poison, spells</span><br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Special Qualities:</strong></span><br /> </td><td> <span style="font-size: 10px">Darkvision 60 ft.</span><br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Saves:</strong></span><br /> </td><td> <span style="font-size: 10px">Fort +6, Ref +5, Will +8</span><br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Abilities:</strong></span><br /> </td><td> <span style="font-size: 10px">Str 16, Dex 13, Con 18, Int 10, Wis 17, Cha 15</span><br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Skills:</strong></span><br /> </td><td> <span style="font-size: 10px">Concentration +12, Listen +7, Spellcraft +8, Spot +7, Swim +11</span><br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Feats:</strong></span><br /> </td><td> <span style="font-size: 10px">Alertness, Combat Casting, Eschew Materials</span>[SUP]<span style="font-size: 10px">B</span>[/SUP]<span style="font-size: 10px">, Lightning Reflexes</span><br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Environment:</strong></span><br /> </td><td> <span style="font-size: 10px">Temperate aquatic</span><br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Organization:</strong></span><br /> </td><td> <span style="font-size: 10px">Solitary, pair, or nest (3–4)</span><br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Challenge Rating:</strong></span><br /> </td><td> <span style="font-size: 10px">7</span><br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Treasure:</strong></span><br /> </td><td> <span style="font-size: 10px">Standard</span><br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Alignment:</strong></span><br /> </td><td> <span style="font-size: 10px">Usually neutral</span><br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Advancement:</strong></span><br /> </td><td> <span style="font-size: 10px">8–10 HD (Large); 11–21 HD (Huge)</span><br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Level Adjustment:</strong></span><br /> </td><td> —<br /> </td></tr></table><p> <span style="font-size: 10px">Water nagas speak Aquan and Common.</span></p><p> <span style="font-size: 10px">Combat</span></p><p> <span style="font-size: 10px">Water nagas prefer to stay mostly concealed in a body of water while they launch a spell attack.</span></p><p> <span style="font-size: 10px"><strong>Poison (Ex): </strong></span><span style="font-size: 10px">Injury, Fortitude DC 17, initial and secondary damage 1d8 Con. The save DC is Constitution-based.</span></p><p> <span style="font-size: 10px"><strong>Spells: </strong></span><span style="font-size: 10px">Water nagas cast spells as 7th-level sorcerers but never use fire spells.</span></p><p> <span style="font-size: 10px"><em>Typical Sorcerer Spells Known </em></span><span style="font-size: 10px">(6/7/7/4; save DC 12 + spell level): 0—</span><span style="font-size: 10px"><em>acid splash, daze, detect magic, light, mage hand, open/close, read magic; </em></span><span style="font-size: 10px">1st—</span><span style="font-size: 10px"><em>expeditious retreat, magic missile, obscuring mist, shield, true strike; </em></span><span style="font-size: 10px">2nd—</span><span style="font-size: 10px"><em>invisibility, acid arrow, mirror image; </em></span><span style="font-size: 10px">3rd—</span><span style="font-size: 10px"><em>protection from energy, suggestion.</em></span></p><p> <span style="font-size: 10px"><strong>Skills:</strong></span><span style="font-size: 10px"> 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.</span></p><p> </p><p> <span style="color: #000000"><span style="font-size: 18px">NIGHT HAG</span></span></p><table style='width: 100%'><tr><td> <br /> <br /> </td><td> <span style="font-size: 10px">Medium Outsider (Evil, Extraplanar)</span><br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Hit Dice:</strong></span><br /> </td><td> <span style="font-size: 10px">8d8+32 (68 hp)</span><br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Initiative:</strong></span><br /> </td><td> <span style="font-size: 10px">+1</span><br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Speed:</strong></span><br /> </td><td> <span style="font-size: 10px">20 ft. (4 squares)</span><br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Armor Class:</strong></span><br /> </td><td> <span style="font-size: 10px">22 (+1 Dex, +11 natural), touch 11, flat-footed 21</span><br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Base Attack/Grapple:</strong></span><br /> </td><td> <span style="font-size: 10px">+8/+12</span><br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Attack:</strong></span><br /> </td><td> <span style="font-size: 10px">Bite +12 melee (2d6+6 plus disease)</span><br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Full Attack:</strong></span><br /> </td><td> <span style="font-size: 10px">Bite +12 melee (2d6+6 plus disease)</span><br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Space/Reach:</strong></span><br /> </td><td> <span style="font-size: 10px">5 ft./5 ft.</span><br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Special Attacks:</strong></span><br /> </td><td> <span style="font-size: 10px">Spell-like abilities, dream haunting</span><br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Special Qualities:</strong></span><br /> </td><td> <span style="font-size: 10px">Damage reduction 10/cold iron and magic, immunity to fire, cold, charm, </span><span style="font-size: 10px"><em>sleep, </em></span><span style="font-size: 10px">and fear, spell resistance 25</span><br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Saves:</strong></span><br /> </td><td> <span style="font-size: 10px">Fort +12*, Ref +9*, Will +10*</span><br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Abilities:</strong></span><br /> </td><td> <span style="font-size: 10px">Str 19, Dex 12, Con 18, Int 11, Wis 15, Cha 12</span><br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Skills:</strong></span><br /> </td><td> <span style="font-size: 10px">Bluff +12, Concentration +15, Diplomacy +5, Disguise +1 (+3 acting), Intimidate +14, Listen +15, Ride +12, Sense Motive +13, Spellcraft +11, Spot +15</span><br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Feats:</strong></span><br /> </td><td> <span style="font-size: 10px">Alertness, Combat Casting, Mounted Combat</span><br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Environment:</strong></span><br /> </td><td> <span style="font-size: 10px">A evil-aligned plane</span><br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Organization:</strong></span><br /> </td><td> <span style="font-size: 10px">Solitary, mounted (1, on nightmare), or covey (3, on nightmares)</span><br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Challenge Rating:</strong></span><br /> </td><td> <span style="font-size: 10px">9</span><br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Treasure:</strong></span><br /> </td><td> <span style="font-size: 10px">Standard</span><br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Alignment:</strong></span><br /> </td><td> <span style="font-size: 10px">Always neutral evil</span><br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Advancement:</strong></span><br /> </td><td> <span style="font-size: 10px">9–16 HD (Medium)</span><br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Level Adjustment:</strong></span><br /> </td><td> —<br /> </td></tr></table><p> <span style="font-size: 10px">A night hag is about the same height and weight as a female human.</span></p><p> <span style="font-size: 10px">Night hags speak Abyssal, Celestial, Common, and Infernal.</span></p><p> COMBAT</p><p> <span style="font-size: 10px">Night hags attack good creatures on sight if the odds of success seem favorable.</span></p><p> <span style="font-size: 10px">These creatures rip through armor and flesh with their deadly teeth. They love to use </span><span style="font-size: 10px"><em>sleep </em></span><span style="font-size: 10px">and then strangle those who are overcome by it.</span></p><p> <span style="font-size: 10px">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.</span></p><p> <span style="font-size: 10px"><strong>Disease (Ex): </strong></span><span style="font-size: 10px">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.</span></p><p> <span style="font-size: 10px"><strong>Spell-Like Abilities: </strong></span><span style="font-size: 10px">At will—</span><span style="font-size: 10px"><em>detect chaos, detect evil, detect good, detect law, detect magic, magic missile, polymorph </em></span><span style="font-size: 10px">(self only), </span><span style="font-size: 10px"><em>ray of enfeeblement </em></span><span style="font-size: 10px">(DC 12)</span><span style="font-size: 10px"><em>, sleep </em></span><span style="font-size: 10px">(DC 12)</span><span style="font-size: 10px"><em>. </em></span><span style="font-size: 10px">Caster level 8th. A night hag can use </span><span style="font-size: 10px"><em>etherealness </em></span><span style="font-size: 10px">at will (caster level 16th) so long as it possesses its </span><span style="font-size: 10px"><em>heartstone </em></span><span style="font-size: 10px">(see below). The save DCs are Charisma-based.</span></p><p> <span style="font-size: 10px"><strong>Dream Haunting (Su): </strong></span><span style="font-size: 10px">Night hags can visit the dreams of chaotic or evil individuals by using a special periapt known as a </span><span style="font-size: 10px"><em>heartstone </em></span><span style="font-size: 10px">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.</span></p><p> <span style="font-size: 12px">HEARTSTONE</span></p><p> <span style="font-size: 10px">All night hags carry a periapt known as a </span><span style="font-size: 10px"><em>heartstone, </em></span><span style="font-size: 10px">which instantly cures any disease contracted by the holder. In addition, a </span><span style="font-size: 10px"><em>heartstone </em></span><span style="font-size: 10px">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 </span><span style="font-size: 10px"><em>etherealness </em></span><span style="font-size: 10px">until it can manufacture another (which takes one month). Creatures other than the hag can benefit from the </span><span style="font-size: 10px"><em>heartstone</em></span><span style="font-size: 10px">’s powers, but the periapt shatters after ten uses (any disease cured or saving throw affected</span></p><p> <span style="font-size: 10px">counts as a use) and it does not bestow </span><span style="font-size: 10px"><em>etherealness </em></span><span style="font-size: 10px">to a bearer that is not a night hag. If sold, an intact </span><span style="font-size: 10px"><em>heartstone </em></span><span style="font-size: 10px">brings 1,800 gp. </span> </p><p> </p><p> <span style="font-size: 18px">NIGHTMARE</span></p><table style='width: 100%'><tr><td> <br /> <br /> </td><td> <span style="font-size: 10px"><strong>Nightmare</strong></span><br /> </td><td> <span style="color: #000000"><span style="font-size: 10px"><strong>Nightmare, Cauchemar</strong></span></span><br /> </td></tr><tr><td> <br /> <br /> </td><td> <span style="font-size: 10px">Large Outsider (Evil, Extraplanar)</span><br /> </td><td> <span style="color: #000000"><span style="font-size: 10px">Huge Outsider (Evil, Extraplanar)</span></span><br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Hit Dice:</strong></span><br /> </td><td> <span style="font-size: 10px">6d8+18 (45 hp)</span><br /> </td><td> <span style="color: #000000"><span style="font-size: 10px">15d8+105 (172 hp)</span></span><br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Initiative:</strong></span><br /> </td><td> <span style="font-size: 10px">+6</span><br /> </td><td> <span style="color: #000000"><span style="font-size: 10px">+6</span></span><br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Speed:</strong></span><br /> </td><td> <span style="font-size: 10px">40 ft. (8 squares), fly 90 ft. (good)</span><br /> </td><td> <span style="color: #000000"><span style="font-size: 10px">40 ft. (8 squares), fly 90 ft. (good)</span></span><br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Armor Class:</strong></span><br /> </td><td> <span style="font-size: 10px">24 (–1 size, +2 Dex, +13 natural), touch 11, flat-footed 22</span><br /> </td><td> <span style="color: #000000"><span style="font-size: 10px">26 (–2 size, +2 Dex, +16 natural), touch 10, flat-footed 24</span></span><br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Base Attack/Grapple:</strong></span><br /> </td><td> <span style="font-size: 10px">+6/+14</span><br /> </td><td> <span style="color: #000000"><span style="font-size: 10px">+15/+33</span></span><br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Attack:</strong></span><br /> </td><td> <span style="font-size: 10px">Hoof +9 melee (1d8+4 plus 1d4 fire) </span> <br /> </td><td> <span style="color: #000000"><span style="font-size: 10px">Hoof +23 melee (2d6+10 plus 1d4 fire)</span></span><br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Full Attack:</strong></span><br /> </td><td> <span style="font-size: 10px">2 hooves +9 melee (1d8+4 plus 1d4 fire) and bite +4 melee (1d8+2)</span><br /> </td><td> <span style="color: #000000"><span style="font-size: 10px">2 hooves +23 melee (2d6+10 plus 1d4 fire) and bite +18 melee (2d6+5)</span></span><br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Space/Reach:</strong></span><br /> </td><td> <span style="font-size: 10px">10 ft./5 ft.</span><br /> </td><td> <span style="color: #000000"><span style="font-size: 10px">15 ft./10 ft.</span></span><br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Special Attacks:</strong></span><br /> </td><td> <span style="font-size: 10px">Flaming hooves, smoke</span><br /> </td><td> <span style="color: #000000"><span style="font-size: 10px">Flaming hooves, smoke</span></span><br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Special Qualities:</strong></span><br /> </td><td> <span style="font-size: 10px">Astral projection, darkvision 60 ft., etherealness</span><br /> </td><td> <span style="color: #000000"><span style="font-size: 10px">Astral projection, darkvision 60 ft., etherealness</span></span><br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Saves:</strong></span><br /> </td><td> <span style="font-size: 10px">Fort +8, Ref +7, Will +6</span><br /> </td><td> <span style="color: #000000"><span style="font-size: 10px">Fort +16, Ref +11, Will +10</span></span><br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Abilities:</strong></span><br /> </td><td> <span style="font-size: 10px">Str 18, Dex 15, Con 16, Int 13, Wis 13, Cha 12</span><br /> </td><td> <span style="color: #000000"><span style="font-size: 10px">Str 31, Dex 14, Con 24, Int 16, Wis 12, Cha 12</span></span><br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Skills:</strong></span><br /> </td><td> <span style="font-size: 10px">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)</span><br /> </td><td> <span style="color: #000000"><span style="font-size: 10px">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)</span></span><br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Feats:</strong></span><br /> </td><td> <span style="font-size: 10px">Alertness, Improved Initiative, Run</span><br /> </td><td> <span style="color: #000000"><span style="font-size: 10px">Alertness, Cleave, Improved Initiative, Power Attack, Run, Track</span></span><br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Environment:</strong></span><br /> </td><td> <span style="font-size: 10px">A evil-aligned plane</span><br /> </td><td> <span style="color: #000000"><span style="font-size: 10px">A neutral evil plane</span></span><br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Organization:</strong></span><br /> </td><td> <span style="font-size: 10px">Solitary Solitary</span><br /> </td><td> <span style="color: #000000"><span style="font-size: 10px">Solitary</span></span><br /> </td></tr><tr><td> <span style="font-size: 9px"><strong>Challenge Rating:</strong></span><br /> </td><td> <span style="font-size: 9px">5</span><br /> </td><td> <span style="color: #000000"><span style="font-size: 10px">11</span></span><br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Treasure:</strong></span><br /> </td><td> <span style="font-size: 10px">None</span><br /> </td><td> <span style="color: #000000"><span style="font-size: 10px">None</span></span><br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Alignment:</strong></span><br /> </td><td> <span style="font-size: 10px">Always neutral evil</span><br /> </td><td> <span style="color: #000000"><span style="font-size: 10px">Always neutral evil</span></span><br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Advancement:</strong></span><br /> </td><td> <span style="font-size: 10px">7–10 HD (Large); 11–18 HD (Huge)</span><br /> </td><td> <span style="color: #000000">—</span><br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Level Adjustment:</strong></span><br /> </td><td> <span style="font-size: 10px">+4 (cohort)</span><br /> </td><td> <span style="color: #000000"><span style="font-size: 10px">+4 (cohort)</span></span><br /> </td></tr></table><p><span style="font-size: 10px">A nightmare is about the size of a light war horse.</span></p><p> COMBAT</p><p> <span style="font-size: 10px">A nightmare can fight while carrying a rider, but the rider cannot also fight unless he or she succeeds on a Ride check.</span></p><p> <span style="font-size: 10px">A nightmare’s natural weapons, as well as any weapons it wields, are treated as evil-aligned for the purpose of overcoming damage reduction.</span></p><p> <span style="font-size: 10px"><strong>Flaming Hooves (Su):</strong></span><span style="font-size: 10px"> A blow from a nightmare’s hooves sets combustible materials alight.</span></p><p> <span style="font-size: 10px"><strong>Smoke (Su):</strong></span><span style="font-size: 10px"> 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.</span></p><p> <span style="font-size: 10px">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.</span></p><p> <span style="font-size: 10px"><strong>Astral Projection and Etherealness (Su):</strong></span><span style="font-size: 10px"> These abilities function just like the spells of the same names (caster level 20th); a nightmare can use either at will.</span></p><p> <span style="font-size: 10px"><strong>Carrying Capacity: </strong></span><span style="font-size: 10px">A light load for a nightmare is up to 300 pounds; a medium load, 301–600 pounds; and a heavy load, 601–900 pounds.</span></p><p> </p><p> <span style="color: #000000">[FONT=Times New Roman, Courier New, serif]CAUCHEMAR[/FONT]</span></p><p> <span style="color: #000000">[FONT=Times New Roman, Courier New, serif]<span style="font-size: 10px">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.</span>[/FONT]</span></p><p> <span style="color: #000000">[FONT=Times New Roman, Courier New, serif]COMBAT[/FONT]</span></p><p> <span style="color: #000000"><span style="font-size: 10px">The save DC for the cauchemar’s smoke attack (DC 24) is adjusted for its greater number of Hit Dice and higher Constitution score.</span></span></p><p> <span style="color: #000000"><span style="font-size: 10px">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.</span></span></p><p> </p><p> <span style="font-size: 18px">NIGHTSHADE</span></p><p> <span style="font-size: 10px">Nightshades are powerful undead composed of equal parts darkness and absolute evil.</span></p><p> <span style="font-size: 10px">Nightshades can read and understand all forms of communication; however, they communicate with others by telepathy.</span></p><p> COMBAT</p><p> <span style="font-size: 10px">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 </span><span style="font-size: 10px"><em>haste</em></span><span style="font-size: 10px">.</span></p><p> </p><p> <span style="font-size: 10px">Nightshade Abilities</span></p><p> <span style="font-size: 10px">All nightshades have the following special abilities.</span></p><p> <span style="font-size: 10px"><strong>Aversion to Daylight (Ex): </strong></span><span style="font-size: 10px">If exposed to natural daylight (not merely a </span><span style="font-size: 10px"><em>daylight </em></span><span style="font-size: 10px">spell), nightshades take a –4 penalty on all attack rolls, saving throws, and skill checks.</span></p><p> <span style="font-size: 10px"><strong>Desecrating Aura (Su):</strong></span><span style="font-size: 10px"> All nightshades give off a 20-footradius emanation of utter desecration, imbuing their surroundings with negative energy. This ability works much like a </span><span style="font-size: 10px"><em>desecrate </em></span><span style="font-size: 10px">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.</span></p><p> <span style="font-size: 10px">A nightshade’s desecrating aura cannot be dispelled except by a </span><span style="font-size: 10px"><em>dispel evil </em></span><span style="font-size: 10px">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 </span><span style="font-size: 10px"><em>consecrated </em></span><span style="font-size: 10px">or </span><span style="font-size: 10px"><em>hallowed </em></span><span style="font-size: 10px">area, but the nightshade’s presence also suppresses the </span><span style="font-size: 10px"><em>consecrated </em></span><span style="font-size: 10px">or </span><span style="font-size: 10px"><em>hallowed </em></span><span style="font-size: 10px">effect for as long as it remains in the area.</span></p><p> </p><p> NIGHTCRAWLER</p><table style='width: 100%'><tr><td> <br /> <br /> </td><td> <span style="font-size: 10px">Gargantuan Undead (Extraplanar)</span><br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Hit Dice:</strong></span><br /> </td><td> <span style="font-size: 10px">25d12+50 (212 hp)</span><br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Initiative:</strong></span><br /> </td><td> <span style="font-size: 10px">+4</span><br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Speed:</strong></span><br /> </td><td> <span style="font-size: 10px">30 ft. (6 squares), burrow 60 ft.</span><br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Armor Class:</strong></span><br /> </td><td> <span style="font-size: 10px">35 (–4 size, +29 natural), touch 6, flat-footed 35</span><br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Base Attack/Grapple:</strong></span><br /> </td><td> <span style="font-size: 10px">+12/+45</span><br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Attack:</strong></span><br /> </td><td> <span style="font-size: 10px">Bite +29 melee (4d6+21)</span><br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Full Attack:</strong></span><br /> </td><td> <span style="font-size: 10px">Bite +29 melee (4d6+21/19–20) and sting +24 melee (2d8+11/19–20 plus poison)</span><br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Space/Reach:</strong></span><br /> </td><td> <span style="font-size: 10px">20 ft./15 ft.</span><br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Special Attacks:</strong></span><br /> </td><td> <span style="font-size: 10px">Desecrating aura, energy drain, spell-like abilities, poison, summon undead, swallow whole</span><br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Special Qualities:</strong></span><br /> </td><td> <span style="font-size: 10px">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</span><br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Saves:</strong></span><br /> </td><td> <span style="font-size: 10px">Fort +12, Ref +10, Will +23</span><br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Abilities:</strong></span><br /> </td><td> <span style="font-size: 10px">Str 48, Dex 10, Con —, Int 20, Wis 20, Cha 18</span><br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Skills:</strong></span><br /> </td><td> <span style="font-size: 10px">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)</span><br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Feats:</strong></span><br /> </td><td> <span style="font-size: 10px">Blind-Fight, Combat Casting, Great Fortitude, Improved Critical (bite), Improved Critical (sting), Improved Initiative, Iron Will, Power Attack, Quicken Spell-Like Ability (</span><span style="font-size: 10px"><em>cone of cold</em></span><span style="font-size: 10px">)</span><br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Environment:</strong></span><br /> </td><td> <span style="font-size: 10px">Plane of Shadow</span><br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Organization:</strong></span><br /> </td><td> <span style="font-size: 10px">Solitary or pair</span><br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Challenge Rating:</strong></span><br /> </td><td> <span style="font-size: 10px">18</span><br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Treasure:</strong></span><br /> </td><td> <span style="font-size: 10px">Standard</span><br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Alignment:</strong></span><br /> </td><td> <span style="font-size: 10px">Always chaotic evil</span><br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Advancement:</strong></span><br /> </td><td> <span style="font-size: 10px">26–50 HD (Colossal)</span><br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Level Adjustment:</strong></span><br /> </td><td> —<br /> </td></tr></table><p><span style="font-size: 10px">A nightcrawler is a massive behemoth similar to a purple worm, though utterly black in color.</span></p><p> <span style="font-size: 10px">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.</span></p><p> <span style="font-size: 10px">Combat</span></p><p> <span style="font-size: 10px">A nightcrawler attacks by burrowing through the ground and emerging to strike.</span></p><p> <span style="font-size: 10px">A nightcrawler’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.</span></p><p> <span style="font-size: 10px"><strong>Energy Drain (Su):</strong></span><span style="font-size: 10px"> 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.</span></p><p> <span style="font-size: 10px">For each such negative level bestowed, the nightcrawler gains 5 temporary hit points. </span> </p><p> <span style="font-size: 10px"><strong>Improved Grab (Ex):</strong></span><span style="font-size: 10px"> 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.</span></p><p> <span style="font-size: 10px"><strong>Poison (Ex):</strong></span><span style="font-size: 10px"> Injury, Fortitude DC 22, initial and secondary damage 2d6 Str. The save DC is Constitution-based.</span></p><p> <span style="font-size: 10px"><strong>Spell-Like Abilities: </strong></span><span style="font-size: 10px">At will—</span><span style="font-size: 10px"><em>contagion </em></span><span style="font-size: 10px">(DC 18), </span><span style="font-size: 10px"><em>deeper darkness, detect magic, greater dispel magic, haste, invisibility, see invisibility, unholy blight </em></span><span style="font-size: 10px">(DC 18); 3/day—</span><span style="font-size: 10px"><em>cone of cold </em></span><span style="font-size: 10px">(DC 19), </span><span style="font-size: 10px"><em>confusion </em></span><span style="font-size: 10px">(DC 18), </span><span style="font-size: 10px"><em>hold monster </em></span><span style="font-size: 10px">(DC 19); 1/day—</span><span style="font-size: 10px"><em>finger of death </em></span><span style="font-size: 10px">(DC 21), </span><span style="font-size: 10px"><em>mass hold monster </em></span><span style="font-size: 10px">(DC 23), </span><span style="font-size: 10px"><em>plane shift </em></span><span style="font-size: 10px">(DC 21). Caster level 25th. The save DCs are Charisma-based.</span></p><p> <span style="font-size: 10px"><strong>Summon Undead (Su):</strong></span><span style="font-size: 10px"> 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.</span></p><p> <span style="font-size: 10px"><strong>Swallow Whole (Ex):</strong></span><span style="font-size: 10px"> 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.</span></p><p> </p><p> NIGHTWALKER</p><table style='width: 100%'><tr><td> <br /> <br /> </td><td> <span style="font-size: 10px">Huge Undead (Extraplanar)</span><br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Hit Dice:</strong></span><br /> </td><td> <span style="font-size: 10px">21d12+42 (178 hp)</span><br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Initiative:</strong></span><br /> </td><td> <span style="font-size: 10px">+6</span><br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Speed:</strong></span><br /> </td><td> <span style="font-size: 10px">40 ft (8 squares)., fly 20 ft. (poor)</span><br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Armor Class:</strong></span><br /> </td><td> <span style="font-size: 10px">32 (–2 size, +2 Dex, +22 natural), touch 10, flat-footed 30</span><br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Base Attack/Grapple:</strong></span><br /> </td><td> <span style="font-size: 10px">+10/+34</span><br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Attack:</strong></span><br /> </td><td> <span style="font-size: 10px">Slam +24 melee (2d6+16)</span><br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Full Attack:</strong></span><br /> </td><td> <span style="font-size: 10px">2 slams +24 melee (2d6+16)</span><br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Space/Reach:</strong></span><br /> </td><td> <span style="font-size: 10px">15 ft./15 ft.</span><br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Special Attacks:</strong></span><br /> </td><td> <span style="font-size: 10px">Crush item, desecrating aura, evil gaze, spell-like abilities, summon undead</span><br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Special Qualities:</strong></span><br /> </td><td> <span style="font-size: 10px">Aversion to daylight, damage reduction 15/silver and magic, darkvision 60 ft., immunity to cold, spell resistance 29, telepathy 100 ft., undead traits</span><br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Saves:</strong></span><br /> </td><td> <span style="font-size: 10px">Fort +11, Ref +11, Will +19</span><br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Abilities:</strong></span><br /> </td><td> <span style="font-size: 10px">Str 38, Dex 14, Con —, Int 20, Wis 20, Cha 18</span><br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Skills:</strong></span><br /> </td><td> <span style="font-size: 10px">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)</span><br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Feats:</strong></span><br /> </td><td> <span style="font-size: 10px">Cleave, Combat Expertise, Combat Reflexes, Great Fortitude, Improved Disarm, Improved Initiative, Power Attack, Quicken Spell-Like Ability (</span><span style="font-size: 10px"><em>unholy blight</em></span><span style="font-size: 10px">)</span><br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Environment:</strong></span><br /> </td><td> <span style="font-size: 10px">Plane of Shadow</span><br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Organization:</strong></span><br /> </td><td> <span style="font-size: 10px">Solitary, pair, or gang (3–4)</span><br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Challenge Rating:</strong></span><br /> </td><td> <span style="font-size: 10px">16</span><br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Treasure:</strong></span><br /> </td><td> <span style="font-size: 10px">Standard</span><br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Alignment:</strong></span><br /> </td><td> <span style="font-size: 10px">Always chaotic evil</span><br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Advancement:</strong></span><br /> </td><td> <span style="font-size: 10px">22–31 HD (Huge); 32–42 HD (Gargantuan)</span><br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Level Adjustment:</strong></span><br /> </td><td> —<br /> </td></tr></table><p> <span style="font-size: 10px">Nightwalkers are human-shaped horrors that haunt the darkness.</span></p><p> <span style="font-size: 10px">A nightwalker is about 20 feet tall and weighs about 12,000 pounds.</span></p><p> <span style="font-size: 10px">Combat</span></p><p> <span style="font-size: 10px">Nightwalkers lurk in dark areas where they can almost always surprise the unwary.</span></p><p> <span style="font-size: 10px">A nightwalker’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.</span></p><p> <span style="font-size: 10px"><strong>Crush Item (Su):</strong></span><span style="font-size: 10px"> 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. </span> </p><p> <span style="font-size: 10px"><strong>Evil Gaze (Su):</strong></span><span style="font-size: 10px"> 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.</span></p><p> <span style="font-size: 10px"><strong>Spell-Like Abilities:</strong></span><span style="font-size: 10px"> At will—</span><span style="font-size: 10px"><em>contagion </em></span><span style="font-size: 10px">(DC 18), </span><span style="font-size: 10px"><em>deeper darkness, detect magic, greater dispel magic, haste, see invisibility, </em></span><span style="font-size: 10px">and </span><span style="font-size: 10px"><em>unholy blight </em></span><span style="font-size: 10px">(DC 18); 3/day—</span><span style="font-size: 10px"><em>confusion </em></span><span style="font-size: 10px">(DC 18), </span><span style="font-size: 10px"><em>hold monster </em></span><span style="font-size: 10px">(DC 19), </span><span style="font-size: 10px"><em>invisibility; </em></span><span style="font-size: 10px">1/day—</span><span style="font-size: 10px"><em>cone of cold </em></span><span style="font-size: 10px">(DC 19), </span><span style="font-size: 10px"><em>finger of death </em></span><span style="font-size: 10px">(DC 21), </span><span style="font-size: 10px"><em>plane shift </em></span><span style="font-size: 10px">(DC 21). Caster level 21st. The save DCs are Charisma-based.</span></p><p> <span style="font-size: 10px"><strong>Summon Undead (Su):</strong></span><span style="font-size: 10px"> 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.</span></p><p> <span style="font-size: 10px"><strong>Skills:</strong></span><span style="font-size: 10px"> *When hiding in a dark area, a nightwalker gains a +8 racial bonus on Hide checks.</span></p><p> <span style="font-size: 10px">Tactics Round-by-Round</span></p><p> <span style="font-size: 10px">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.</span></p><p> <span style="font-size: 10px"><em>Prior to combat: </em></span><span style="font-size: 10px">The nightwalker keeps its </span><span style="font-size: 10px"><em>see invisibility </em></span><span style="font-size: 10px">power active most of the time. It uses </span><span style="font-size: 10px"><em>haste </em></span><span style="font-size: 10px">and </span><span style="font-size: 10px"><em>invisibility </em></span><span style="font-size: 10px">to prepare for battle.</span></p><p> <span style="font-size: 10px"><em>Round 1: </em></span><span style="font-size: 10px">Move to within 30 feet to make use of gaze attack and strike with </span><span style="font-size: 10px"><em>confusion </em></span><span style="font-size: 10px">or </span><span style="font-size: 10px"><em>hold monster, </em></span><span style="font-size: 10px">coupled with a quickened </span><span style="font-size: 10px"><em>unholy blight.</em></span></p><p> <span style="font-size: 10px"><em>Round 2: </em></span><span style="font-size: 10px">Hit a spellcaster with </span><span style="font-size: 10px"><em>finger of death </em></span><span style="font-size: 10px">and another quickened </span><span style="font-size: 10px"><em>unholy blight.</em></span></p><p> <span style="font-size: 10px"><em>Round 3: </em></span><span style="font-size: 10px">Move up to engage the enemy and attempt to disarm an enemy fighter.</span></p><p> <span style="font-size: 10px"><em>Round 4: </em></span><span style="font-size: 10px">Crush the disarmed weapon (or use gaze attack if disarm attempt failed).</span></p><p> <span style="font-size: 10px"><em>Round 5: </em></span><span style="font-size: 10px">Full attack against the unarmed foe (or on a nearby spellcaster).</span></p><p> </p><p> NIGHTWING</p><table style='width: 100%'><tr><td> <br /> <br /> </td><td> <span style="font-size: 10px">Huge Undead (Extraplanar)</span><br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Hit Dice:</strong></span><br /> </td><td> <span style="font-size: 10px">17d12+34 (144 hp)</span><br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Initiative:</strong></span><br /> </td><td> <span style="font-size: 10px">+8</span><br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Speed:</strong></span><br /> </td><td> <span style="font-size: 10px">20 ft. (4 squares), fly 60 ft. (good)</span><br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Armor Class:</strong></span><br /> </td><td> <span style="font-size: 10px">30 (–2 size, +4 Dex, +18 natural) touch 12, flat-footed 26</span><br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Base Attack/Grapple:</strong></span><br /> </td><td> <span style="font-size: 10px">+8/+28</span><br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Attack:</strong></span><br /> </td><td> <span style="font-size: 10px">Bite +18 melee (2d6+17/19–20 plus magic drain)</span><br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Full Attack:</strong></span><br /> </td><td> <span style="font-size: 10px">Bite +18 melee (2d6+17/19–20 plus magic drain)</span><br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Space/Reach:</strong></span><br /> </td><td> <span style="font-size: 10px">15 ft./10 ft.</span><br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Special Attacks:</strong></span><br /> </td><td> <span style="font-size: 10px">Desecrating aura, magic drain, spell-like abilities, summon undead</span><br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Special Qualities:</strong></span><br /> </td><td> <span style="font-size: 10px">Aversion to daylight, damage reduction 15/silver and magic, darkvision 60 ft., immunity to cold, spell resistance 27, telepathy 100 ft., undead traits</span><br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Saves:</strong></span><br /> </td><td> <span style="font-size: 10px">Fort +9, Ref +11, Will +17</span><br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Abilities:</strong></span><br /> </td><td> <span style="font-size: 10px">Str 31, Dex 18, Con —, Int 18, Wis 20, Cha 18</span><br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Skills:</strong></span><br /> </td><td> <span style="font-size: 10px">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)</span><br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Feats:</strong></span><br /> </td><td> <span style="font-size: 10px">Combat Reflexes, Dodge, Flyby Attack, Great Fortitude, Improved Critical (bite), Improved Initiative</span><br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Environment:</strong></span><br /> </td><td> <span style="font-size: 10px">Plane of Shadow</span><br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Organization:</strong></span><br /> </td><td> <span style="font-size: 10px">Solitary, pair, or flock (3–6)</span><br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Challenge Rating:</strong></span><br /> </td><td> <span style="font-size: 10px">14</span><br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Treasure:</strong></span><br /> </td><td> <span style="font-size: 10px">Standard</span><br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Alignment:</strong></span><br /> </td><td> <span style="font-size: 10px">Always chaotic evil</span><br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Advancement:</strong></span><br /> </td><td> <span style="font-size: 10px">18–25 HD (Huge); 26–34 HD (Gargantuan)</span><br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Level Adjustment:</strong></span><br /> </td><td> —<br /> </td></tr></table><p><span style="font-size: 10px">Nightwings are batlike flyers that hunt on the wing.</span></p><p> <span style="font-size: 10px">A nightwing has a wingspan of about 40 feet and weighs about 4,000 pounds.</span></p><p> <span style="font-size: 10px">Combat</span></p><p> <span style="font-size: 10px">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.</span></p><p> <span style="font-size: 10px">A nightwing’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.</span></p><p> <span style="font-size: 10px"><strong>Magic Drain (Su):</strong></span><span style="font-size: 10px"> 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 </span><span style="font-size: 10px"><em>dispel evil </em></span><span style="font-size: 10px">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.</span></p><p> <span style="font-size: 10px"><strong>Spell-Like Abilities:</strong></span><span style="font-size: 10px"> At will—</span><span style="font-size: 10px"><em>contagion </em></span><span style="font-size: 10px">(DC 18), </span><span style="font-size: 10px"><em>deeper darkness, detect magic, haste, see invisibility, unholy blight </em></span><span style="font-size: 10px">(DC 18); 3/day—</span><span style="font-size: 10px"><em>confusion </em></span><span style="font-size: 10px">(DC 18), </span><span style="font-size: 10px"><em>greater dispel magic, hold monster </em></span><span style="font-size: 10px">(DC 19), </span><span style="font-size: 10px"><em>invisibility; </em></span><span style="font-size: 10px">1/day—</span><span style="font-size: 10px"><em>cone of cold </em></span><span style="font-size: 10px">(DC 19), </span><span style="font-size: 10px"><em>finger of death </em></span><span style="font-size: 10px">(DC 21), </span><span style="font-size: 10px"><em>plane shift </em></span><span style="font-size: 10px">(DC 21). Caster level 17th. The save DCs are Charisma-based.</span></p><p> <span style="font-size: 10px"><strong>Summon Undead (Su):</strong></span><span style="font-size: 10px"> 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.</span></p><p> <span style="font-size: 10px"><strong>Skills:</strong></span><span style="font-size: 10px"> *When hiding in a dark area or flying in a dark sky, a nightwing gains a +8 racial bonus on Hide checks.</span></p><p> </p><p> <span style="font-size: 18px">NYMPH</span></p><table style='width: 100%'><tr><td> <br /> <br /> </td><td> <span style="font-size: 10px">Medium Fey</span><br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Hit Dice:</strong></span><br /> </td><td> <span style="font-size: 10px">6d6+6 (27 hp)</span><br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Initiative:</strong></span><br /> </td><td> <span style="font-size: 10px">+3</span><br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Speed:</strong></span><br /> </td><td> <span style="font-size: 10px">30 ft. (6 squares), swim 20 ft.</span><br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Armor Class:</strong></span><br /> </td><td> <span style="font-size: 10px">17 (+3 Dex, +4 deflection), touch 17, flat-footed 14</span><br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Base Attack/Grapple:</strong></span><br /> </td><td> <span style="font-size: 10px">+3/+3</span><br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Attack:</strong></span><br /> </td><td> <span style="font-size: 10px">Dagger +6 melee (1d4/19–20)</span><br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Full Attack:</strong></span><br /> </td><td> <span style="font-size: 10px">Dagger +6 melee (1d4/19–20)</span><br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Space/Reach:</strong></span><br /> </td><td> <span style="font-size: 10px">5 ft./5 ft.</span><br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Special Attacks:</strong></span><br /> </td><td> <span style="font-size: 10px">Blinding beauty, spells, spell-like abilities, stunning glance</span><br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Special Qualities:</strong></span><br /> </td><td> <span style="font-size: 10px">Damage reduction 10/cold iron, low-light vision, unearthly grace, wild empathy</span><br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Saves:</strong></span><br /> </td><td> <span style="font-size: 10px">Fort +7, Ref +12, Will +12</span><br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Abilities:</strong></span><br /> </td><td> <span style="font-size: 10px">Str 10, Dex 17, Con 12, Int 16, Wis 17, Cha 19</span><br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Skills:</strong></span><br /> </td><td> <span style="font-size: 10px">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)</span><br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Feats:</strong></span><br /> </td><td> <span style="font-size: 10px">Combat Casting, Dodge, Weapon Finesse </span> <br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Environment:</strong></span><br /> </td><td> <span style="font-size: 10px">Temperate forests</span><br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Organization:</strong></span><br /> </td><td> <span style="font-size: 10px">Solitary</span><br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Challenge Rating:</strong></span><br /> </td><td> <span style="font-size: 10px">7</span><br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Treasure:</strong></span><br /> </td><td> <span style="font-size: 10px">Standard</span><br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Alignment:</strong></span><br /> </td><td> <span style="font-size: 10px">Usually chaotic good</span><br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Advancement:</strong></span><br /> </td><td> <span style="font-size: 10px">7–12 HD (Medium)</span><br /> </td></tr><tr><td> <span style="font-size: 10px"><strong>Level Adjustment:</strong></span><br /> </td><td> <span style="font-size: 10px">+7</span><br /> </td></tr></table><p> <span style="font-size: 10px">A nymph is about the height and weight of a female elf.</span></p><p> <span style="font-size: 10px">Nymphs speak Sylvan and Common.</span></p><p> COMBAT</p><p> <span style="font-size: 10px"><strong>Blinding Beauty (Su): </strong></span><span style="font-size: 10px">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 </span><span style="font-size: 10px"><em>blindness </em></span><span style="font-size: 10px">spell. A nymph can suppress or resume this ability as a free action.</span></p><p> <span style="font-size: 10px">The save DC is Charisma-based.</span></p><p> <span style="font-size: 10px"><strong>Spell-Like Abilities:</strong></span><span style="font-size: 10px"> 1/day—</span><span style="font-size: 10px"><em>dimension door. </em></span><span style="font-size: 10px">Caster level 7th.</span></p><p> <span style="font-size: 10px"><strong>Spells:</strong></span><span style="font-size: 10px"> A nymph casts divine spells as a 7th-level druid.</span></p><p> <span style="font-size: 10px"><em>Typical Druid Spells Prepared </em></span><span style="font-size: 10px">(6/5/4/3/1, save DC 13 + spell level): 0—</span><span style="font-size: 10px"><em>cure minor wounds, detect magic, flare, guidance, light, resistance; </em></span><span style="font-size: 10px">1st—</span><span style="font-size: 10px"><em>calm animal, cure light wounds, entangle, longstrider, speak with animals; </em></span><span style="font-size: 10px">2nd—</span><span style="font-size: 10px"><em>barkskin, heat metal, lesser restoration, tree shape; </em></span><span style="font-size: 10px">3rd— </span><span style="font-size: 10px"><em>call lightning, cure moderate wounds, protection from energy; </em></span><span style="font-size: 10px">4th—</span><span style="font-size: 10px"><em>rusting grasp.</em></span></p><p> <span style="font-size: 10px"><strong>Stunning Glance (Su): </strong></span><span style="font-size: 10px">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.</span></p><p> <span style="font-size: 10px"><strong>Unearthly Grace (Su):</strong></span><span style="font-size: 10px"> 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).</span></p><p> <span style="font-size: 10px"><strong>Wild Empathy (Ex):</strong></span><span style="font-size: 10px"> This power works like the druid’s wild empathy class feature, except that a nymph has a +6 racial bonus on the check.</span></p><p> <span style="font-size: 10px"><strong>Skills:</strong></span><span style="font-size: 10px"> 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.</span></p></blockquote><p></p>
[QUOTE="Morrus, post: 6159557, member: 1"] [COLOR=#000000][SIZE=5]NAGA[/SIZE][/COLOR] [SIZE=2]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.[/SIZE] COMBAT [SIZE=2]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.[/SIZE] DARK NAGA [TABLE] [TR] [TD="width: 124"] [/TD] [TD="width: 356"] [SIZE=2]Large Aberration[/SIZE] [/TD] [/TR] [TR] [TD="width: 124"] [SIZE=2][B]Hit Dice:[/B][/SIZE] [/TD] [TD="width: 356"] [SIZE=2]9d8+18 (58 hp)[/SIZE] [/TD] [/TR] [TR] [TD="width: 124"] [SIZE=2][B]Initiative:[/B][/SIZE] [/TD] [TD="width: 356"] [SIZE=2]+2[/SIZE] [/TD] [/TR] [TR] [TD="width: 124"] [SIZE=2][B]Speed:[/B][/SIZE] [/TD] [TD="width: 356"] [SIZE=2]40 ft. (8 squares)[/SIZE] [/TD] [/TR] [TR] [TD="width: 124"] [SIZE=2][B]Armor Class:[/B][/SIZE] [/TD] [TD="width: 356"] [SIZE=2]14 (–1 size, +2 Dex, +3 natural), touch 11, flat-footed 12[/SIZE] [/TD] [/TR] [TR] [TD="width: 124"] [SIZE=2][B]Base Attack/Grapple:[/B][/SIZE] [/TD] [TD="width: 356"] [SIZE=2]+6/+12[/SIZE] [/TD] [/TR] [TR] [TD="width: 124"] [SIZE=2][B]Attack:[/B][/SIZE] [/TD] [TD="width: 356"] [SIZE=2]Sting +7 melee (2d4+2 plus poison)[/SIZE] [/TD] [/TR] [TR] [TD="width: 124"] [SIZE=2][B]Full Attack:[/B][/SIZE] [/TD] [TD="width: 356"] [SIZE=2]Sting +7 melee (2d4+2 plus poison) and bite +2 melee (1d4+1)[/SIZE] [/TD] [/TR] [TR] [TD="width: 124"] [SIZE=2][B]Space/Reach:[/B][/SIZE] [/TD] [TD="width: 356"] [SIZE=2]10 ft./5 ft.[/SIZE] [/TD] [/TR] [TR] [TD="width: 124"] [SIZE=2][B]Special Attacks:[/B][/SIZE] [/TD] [TD="width: 356"] [SIZE=2]Poison, spells[/SIZE] [/TD] [/TR] [TR] [TD="width: 124"] [SIZE=2][B]Special Qualities:[/B][/SIZE] [/TD] [TD="width: 356"] [SIZE=2]Darkvision 60 ft., detect thoughts, guarded thoughts, immunity to poison, resistance to charm[/SIZE] [/TD] [/TR] [TR] [TD="width: 124"] [SIZE=2][B]Saves:[/B][/SIZE] [/TD] [TD="width: 356"] [SIZE=2]Fort +5, Ref +7, Will +8[/SIZE] [/TD] [/TR] [TR] [TD="width: 124"] [SIZE=2][B]Abilities:[/B][/SIZE] [/TD] [TD="width: 356"] [SIZE=2]Str 14, Dex 15, Con 14, Int 16, Wis 15, Cha 17[/SIZE] [/TD] [/TR] [TR] [TD="width: 124"] [SIZE=2][B]Skills:[/B][/SIZE] [/TD] [TD="width: 356"] [SIZE=2]Bluff +9, Concentration +13, Diplomacy +7, Disguise +5 (+7 acting), Intimidate +5, Listen +11, Sense Motive +8, Spellcraft +12, Spot +11[/SIZE] [/TD] [/TR] [TR] [TD="width: 124"] [SIZE=2][B]Feats:[/B][/SIZE] [/TD] [TD="width: 356"] [SIZE=2]Alertness, Combat Casting, Dodge, Eschew Materials[/SIZE][SUP][SIZE=2]B[/SIZE][/SUP][SIZE=2], Lightning Reflexes[/SIZE] [/TD] [/TR] [TR] [TD="width: 124"] [SIZE=2][B]Environment:[/B][/SIZE] [/TD] [TD="width: 356"] [SIZE=2]Temperate hills[/SIZE] [/TD] [/TR] [TR] [TD="width: 124"] [SIZE=2][B]Organization:[/B][/SIZE] [/TD] [TD="width: 356"] [SIZE=2]Solitary or nest (2–4)[/SIZE] [/TD] [/TR] [TR] [TD="width: 124"] [SIZE=2][B]Challenge Rating:[/B][/SIZE] [/TD] [TD="width: 356"] [SIZE=2]8[/SIZE] [/TD] [/TR] [TR] [TD="width: 124"] [SIZE=2][B]Treasure:[/B][/SIZE] [/TD] [TD="width: 356"] [SIZE=2]Standard[/SIZE] [/TD] [/TR] [TR] [TD="width: 124"] [SIZE=2][B]Alignment:[/B][/SIZE] [/TD] [TD="width: 356"] [SIZE=2]Usually lawful evil[/SIZE] [/TD] [/TR] [TR] [TD="width: 124"] [SIZE=2][B]Advancement:[/B][/SIZE] [/TD] [TD="width: 356"] [SIZE=2]10–13 HD (Large); 14–27 HD (Huge)[/SIZE] [/TD] [/TR] [TR] [TD="width: 124"] [SIZE=2][B]Level Adjustment:[/B][/SIZE] [/TD] [TD="width: 356"] — [/TD] [/TR] [/TABLE] [SIZE=2]Dark nagas speak Common and Infernal.[/SIZE] [SIZE=2]Combat[/SIZE] [SIZE=2]Dark nagas prefer to fight from an elevated position where they get a good view of the battlefield while also staying out of reach.[/SIZE] [SIZE=2][B]Poison (Ex):[/B][/SIZE][SIZE=2] Injury, Fortitude DC 16 or lapse into a nightmare-haunted sleep for 2d4 minutes. The save DC is Constitution-based.[/SIZE] [SIZE=2][B]Spells:[/B][/SIZE][SIZE=2] Dark nagas cast spells as 7th-level sorcerers.[/SIZE] [SIZE=2][I]Typical Sorcerer Spells Known [/I][/SIZE][SIZE=2](6/7/7/5; save DC 13 + spell level): 0—[/SIZE][SIZE=2][I]daze, detect magic, light, mage hand, open/close, ray of frost, read magic; [/I][/SIZE][SIZE=2]1st—[/SIZE][SIZE=2][I]expeditious retreat, magic missile, ray of enfeeblement, shield, silent image; [/I][/SIZE][SIZE=2]2nd—[/SIZE][SIZE=2][I]cat’s grace, invisibility, scorching ray; [/I][/SIZE][SIZE=2]3rd—[/SIZE][SIZE=2][I]displacement, lightning bolt.[/I][/SIZE] [SIZE=2][B]Resistance to [/B][/SIZE][SIZE=2][I][B]Charm[/B][/I][/SIZE][SIZE=2][B]: [/B][/SIZE][SIZE=2]Dark nagas have a +2 racial bonus on saving throws against all [/SIZE][SIZE=2][I]charm [/I][/SIZE][SIZE=2]effects (not included in the statistics block).[/SIZE] [SIZE=2][B]Detect Thoughts (Su):[/B][/SIZE][SIZE=2] 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.[/SIZE] [SIZE=2][B]Guarded Thoughts (Ex):[/B][/SIZE][SIZE=2] Dark nagas are immune to any form of mind reading.[/SIZE] GUARDIAN NAGA [TABLE] [TR] [TD="width: 124"] [/TD] [TD="width: 368"] [SIZE=2]Large Aberration[/SIZE] [/TD] [/TR] [TR] [TD="width: 124"] [SIZE=2][B]Hit Dice:[/B][/SIZE] [/TD] [TD="width: 368"] [SIZE=2]11d8+44 (93 hp)[/SIZE] [/TD] [/TR] [TR] [TD="width: 124"] [SIZE=2][B]Initiative:[/B][/SIZE] [/TD] [TD="width: 368"] [SIZE=2]+2[/SIZE] [/TD] [/TR] [TR] [TD="width: 124"] [SIZE=2][B]Speed:[/B][/SIZE] [/TD] [TD="width: 368"] [SIZE=2]40 ft. (8 squares)[/SIZE] [/TD] [/TR] [TR] [TD="width: 124"] [SIZE=2][B]Armor Class:[/B][/SIZE] [/TD] [TD="width: 368"] [SIZE=2]18 (–1 size, +2 Dex, +7 natural), touch 11, flat-footed 16[/SIZE] [/TD] [/TR] [TR] [TD="width: 124"] [SIZE=2][B]Base Attack/Grapple:[/B][/SIZE] [/TD] [TD="width: 368"] [SIZE=2]+8/+17[/SIZE] [/TD] [/TR] [TR] [TD="width: 124"] [SIZE=2][B]Attack:[/B][/SIZE] [/TD] [TD="width: 368"] [SIZE=2]Bite +12 melee (2d6+7 plus poison) or spit +9 ranged touch (poison)[/SIZE] [/TD] [/TR] [TR] [TD="width: 124"] [SIZE=2][B]Full Attack:[/B][/SIZE] [/TD] [TD="width: 368"] [SIZE=2]Bite +12 melee (2d6+7 plus poison) or spit +9 ranged touch (poison)[/SIZE] [/TD] [/TR] [TR] [TD="width: 124"] [SIZE=2][B]Space/Reach:[/B][/SIZE] [/TD] [TD="width: 368"] [SIZE=2]10 ft./5 ft.[/SIZE] [/TD] [/TR] [TR] [TD="width: 124"] [SIZE=2][B]Special Attacks:[/B][/SIZE] [/TD] [TD="width: 368"] [SIZE=2]Poison, spit, spells[/SIZE] [/TD] [/TR] [TR] [TD="width: 124"] [SIZE=2][B]Special Qualities:[/B][/SIZE] [/TD] [TD="width: 368"] [SIZE=2]Darkvision 60 ft.[/SIZE] [/TD] [/TR] [TR] [TD="width: 124"] [SIZE=2][B]Saves:[/B][/SIZE] [/TD] [TD="width: 368"] [SIZE=2]Fort +7, Ref +7, Will +11[/SIZE] [/TD] [/TR] [TR] [TD="width: 124"] [SIZE=2][B]Abilities:[/B][/SIZE] [/TD] [TD="width: 368"] [SIZE=2]Str 21, Dex 14, Con 19, Int 16, Wis 19, Cha 18[/SIZE] [/TD] [/TR] [TR] [TD="width: 124"] [SIZE=2][B]Skills:[/B][/SIZE] [/TD] [TD="width: 368"] [SIZE=2]Bluff +18, Concentration +19, Listen +13, Diplomacy +8, Disguise +4 (+6 acting), Intimidate +6, Sense Motive +18, Spellcraft +17, Spot +13[/SIZE] [/TD] [/TR] [TR] [TD="width: 124"] [SIZE=2][B]Feats:[/B][/SIZE] [/TD] [TD="width: 368"] [SIZE=2]Alertness, Combat Casting, Dodge, Eschew Materials[/SIZE][SUP][SIZE=2]B[/SIZE][/SUP][SIZE=2], Lightning Reflexes[/SIZE] [/TD] [/TR] [TR] [TD="width: 124"] [SIZE=2][B]Environment:[/B][/SIZE] [/TD] [TD="width: 368"] [SIZE=2]Temperate plains[/SIZE] [/TD] [/TR] [TR] [TD="width: 124"] [SIZE=2][B]Organization:[/B][/SIZE] [/TD] [TD="width: 368"] [SIZE=2]Solitary or nest (2–4)[/SIZE] [/TD] [/TR] [TR] [TD="width: 124"] [SIZE=2][B]Challenge Rating:[/B][/SIZE] [/TD] [TD="width: 368"] [SIZE=2]10[/SIZE] [/TD] [/TR] [TR] [TD="width: 124"] [SIZE=2][B]Treasure:[/B][/SIZE] [/TD] [TD="width: 368"] [SIZE=2]Standard[/SIZE] [/TD] [/TR] [TR] [TD="width: 124"] [SIZE=2][B]Alignment:[/B][/SIZE] [/TD] [TD="width: 368"] [SIZE=2]Usually lawful good[/SIZE] [/TD] [/TR] [TR] [TD="width: 124"] [SIZE=2][B]Advancement:[/B][/SIZE] [/TD] [TD="width: 368"] [SIZE=2]12–16 HD (Large); 17–33 HD (Huge)[/SIZE] [/TD] [/TR] [TR] [TD="width: 124"] [SIZE=2][B]Level Adjustment:[/B][/SIZE] [/TD] [TD="width: 368"] — [/TD] [/TR] [/TABLE] [SIZE=2]Guardian nagas speak Celestial and Common.[/SIZE] [SIZE=2]Combat[/SIZE] [SIZE=2]Guardian nagas usually warn off intruders before attacking. If the warning is ignored, they may begin a spell assault or spit poison.[/SIZE] [SIZE=2][B]Poison (Ex): [/B][/SIZE][SIZE=2]Injury or contact, Fortitude DC 19, initial and secondary damage 1d10 Con. The save DC is Constitution-based.[/SIZE] [SIZE=2][B]Spit (Ex):[/B][/SIZE][SIZE=2] 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.[/SIZE] [SIZE=2][B]Spells: [/B][/SIZE][SIZE=2]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.[/SIZE] [SIZE=2][I]Typical Spells Known [/I][/SIZE][SIZE=2](6/7/7/7/5; save DC 14 + spell level): 0— [/SIZE][SIZE=2][I]cure minor wounds, daze, detect magic, light, mage hand, open/close, ray of frost, read magic; [/I][/SIZE][SIZE=2]1st—[/SIZE][SIZE=2][I]cure light wounds, divine favor, expeditious retreat, mage armor, magic missile; [/I][/SIZE][SIZE=2]2nd—[/SIZE][SIZE=2][I]detect thoughts, lesser restoration, see invisibility, scorching ray; [/I][/SIZE][SIZE=2]3rd—[/SIZE][SIZE=2][I]cure serious wounds, dispel magic, lightning bolt; [/I][/SIZE][SIZE=2]4th—[/SIZE][SIZE=2][I]divine power, greater invisibility.[/I][/SIZE] SPIRIT NAGA [TABLE] [TR] [TD="width: 124"] [/TD] [TD="width: 323"] [SIZE=2]Large Aberration[/SIZE] [/TD] [/TR] [TR] [TD="width: 124"] [SIZE=2][B]Hit Dice:[/B][/SIZE] [/TD] [TD="width: 323"] [SIZE=2]9d8+36 (76 hp)[/SIZE] [/TD] [/TR] [TR] [TD="width: 124"] [SIZE=2][B]Initiative:[/B][/SIZE] [/TD] [TD="width: 323"] [SIZE=2]+1[/SIZE] [/TD] [/TR] [TR] [TD="width: 124"] [SIZE=2][B]Speed:[/B][/SIZE] [/TD] [TD="width: 323"] [SIZE=2]40 ft. (8 squares)[/SIZE] [/TD] [/TR] [TR] [TD="width: 124"] [SIZE=2][B]Armor Class:[/B][/SIZE] [/TD] [TD="width: 323"] [SIZE=2]16 (–1 size, +1 Dex, +6 natural), touch 10, flat-footed 15[/SIZE] [/TD] [/TR] [TR] [TD="width: 124"] [SIZE=2][B]Base Attack/Grapple:[/B][/SIZE] [/TD] [TD="width: 323"] [SIZE=2]+6/+14[/SIZE] [/TD] [/TR] [TR] [TD="width: 124"] [SIZE=2][B]Attack:[/B][/SIZE] [/TD] [TD="width: 323"] [SIZE=2]Bite +9 melee (2d6+6 plus poison)[/SIZE] [/TD] [/TR] [TR] [TD="width: 124"] [SIZE=2][B]Full Attack:[/B][/SIZE] [/TD] [TD="width: 323"] [SIZE=2]Bite +9 melee (2d6+6 plus poison)[/SIZE] [/TD] [/TR] [TR] [TD="width: 124"] [SIZE=2][B]Space/Reach:[/B][/SIZE] [/TD] [TD="width: 323"] [SIZE=2]10 ft./5 ft.[/SIZE] [/TD] [/TR] [TR] [TD="width: 124"] [SIZE=2][B]Special Attacks:[/B][/SIZE] [/TD] [TD="width: 323"] [SIZE=2]Charming gaze, poison, spells[/SIZE] [/TD] [/TR] [TR] [TD="width: 124"] [SIZE=2][B]Special Qualities:[/B][/SIZE] [/TD] [TD="width: 323"] [SIZE=2]Darkvision 60 ft.[/SIZE] [/TD] [/TR] [TR] [TD="width: 124"] [SIZE=2][B]Saves:[/B][/SIZE] [/TD] [TD="width: 323"] [SIZE=2]Fort +7, Ref +6, Will +9[/SIZE] [/TD] [/TR] [TR] [TD="width: 124"] [SIZE=2][B]Abilities:[/B][/SIZE] [/TD] [TD="width: 323"] [SIZE=2]Str 18, Dex 13, Con 18, Int 12, Wis 17, Cha 17[/SIZE] [/TD] [/TR] [TR] [TD="width: 124"] [SIZE=2][B]Skills:[/B][/SIZE] [/TD] [TD="width: 323"] [SIZE=2]Concentration +13, Listen +14, Spellcraft +10, Spot +14 [/SIZE] [/TD] [/TR] [TR] [TD="width: 124"] [SIZE=2][B]Feats:[/B][/SIZE] [/TD] [TD="width: 323"] [SIZE=2]Ability Focus (charming gaze), Alertness, Combat Casting, Eschew Materials[/SIZE][SUP][SIZE=2]B[/SIZE][/SUP][SIZE=2], Lightning Reflexes[/SIZE] [/TD] [/TR] [TR] [TD="width: 124"] [SIZE=2][B]Environment:[/B][/SIZE] [/TD] [TD="width: 323"] [SIZE=2]Temperate marshes[/SIZE] [/TD] [/TR] [TR] [TD="width: 124"] [SIZE=2][B]Organization:[/B][/SIZE] [/TD] [TD="width: 323"] [SIZE=2]Solitary or nest (2–4)[/SIZE] [/TD] [/TR] [TR] [TD="width: 124"] [SIZE=2][B]Challenge Rating:[/B][/SIZE] [/TD] [TD="width: 323"] [SIZE=2]9[/SIZE] [/TD] [/TR] [TR] [TD="width: 124"] [SIZE=2][B]Treasure:[/B][/SIZE] [/TD] [TD="width: 323"] [SIZE=2]Standard[/SIZE] [/TD] [/TR] [TR] [TD="width: 124"] [SIZE=2][B]Alignment:[/B][/SIZE] [/TD] [TD="width: 323"] [SIZE=2]Usually chaotic evil[/SIZE] [/TD] [/TR] [TR] [TD="width: 124"] [SIZE=2][B]Advancement:[/B][/SIZE] [/TD] [TD="width: 323"] [SIZE=2]10–13 HD (Large); 14–27 HD (Huge)[/SIZE] [/TD] [/TR] [TR] [TD="width: 124"] [SIZE=2][B]Level Adjustment:[/B][/SIZE] [/TD] [TD="width: 323"] — [/TD] [/TR] [/TABLE] [SIZE=2]Spirit nagas speak Abyssal and Common.[/SIZE] [SIZE=2]Combat[/SIZE] [SIZE=2]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.[/SIZE] [SIZE=2][B]Charming Gaze (Su): [/B][/SIZE][SIZE=2]As [/SIZE][SIZE=2][I]charm person, [/I][/SIZE][SIZE=2]30 feet, Will DC 19 negates. The save DC is Charisma-based.[/SIZE] [SIZE=2][B]Poison (Ex): [/B][/SIZE][SIZE=2]Injury, Fortitude DC 18, initial and secondary damage 1d8 Con. The save DC is Constitution-based.[/SIZE] [SIZE=2][B]Spells:[/B][/SIZE][SIZE=2] 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.[/SIZE] [SIZE=2][I]Typical Spells Known [/I][/SIZE][SIZE=2](6/7/7/5; save DC 13 + spell level): 0—[/SIZE][SIZE=2][I]cure minor wounds, daze, detect magic, mage hand, open/close, ray of frost, read magic; [/I][/SIZE][SIZE=2]1st—[/SIZE][SIZE=2][I]charm person, cure light wounds, divine favor, magic missile, shield of faith; [/I][/SIZE][SIZE=2]2nd—[/SIZE][SIZE=2][I]cat’s grace, invisibility, summon swarm[/I][/SIZE][SIZE=2]; 3rd—[/SIZE][SIZE=2][I]displacement, fireball.[/I][/SIZE] WATER NAGA [TABLE] [TR] [TD="width: 124"] [/TD] [TD="width: 361"] [SIZE=2]Large Aberration (Aquatic)[/SIZE] [/TD] [/TR] [TR] [TD="width: 124"] [SIZE=2][B]Hit Dice:[/B][/SIZE] [/TD] [TD="width: 361"] [SIZE=2]7d8+28 (59 hp)[/SIZE] [/TD] [/TR] [TR] [TD="width: 124"] [SIZE=2][B]Initiative:[/B][/SIZE] [/TD] [TD="width: 361"] [SIZE=2]+1[/SIZE] [/TD] [/TR] [TR] [TD="width: 124"] [SIZE=2][B]Speed:[/B][/SIZE] [/TD] [TD="width: 361"] [SIZE=2]30 ft. (6 squares), swim 50 ft.[/SIZE] [/TD] [/TR] [TR] [TD="width: 124"] [SIZE=2][B]Armor Class:[/B][/SIZE] [/TD] [TD="width: 361"] [SIZE=2]15 (–1 size, +1 Dex, +5 natural), touch 10, flat-footed 14[/SIZE] [/TD] [/TR] [TR] [TD="width: 124"] [SIZE=2][B]Base Attack/Grapple:[/B][/SIZE] [/TD] [TD="width: 361"] [SIZE=2]+5/+12[/SIZE] [/TD] [/TR] [TR] [TD="width: 124"] [SIZE=2][B]Attack:[/B][/SIZE] [/TD] [TD="width: 361"] [SIZE=2]Bite +7 melee (2d6+4 plus poison)[/SIZE] [/TD] [/TR] [TR] [TD="width: 124"] [SIZE=2][B]Full Attack:[/B][/SIZE] [/TD] [TD="width: 361"] [SIZE=2]Bite +7 melee (2d6+4 plus poison)[/SIZE] [/TD] [/TR] [TR] [TD="width: 124"] [SIZE=2][B]Space/Reach:[/B][/SIZE] [/TD] [TD="width: 361"] [SIZE=2]10 ft./5 ft.[/SIZE] [/TD] [/TR] [TR] [TD="width: 124"] [SIZE=2][B]Special Attacks:[/B][/SIZE] [/TD] [TD="width: 361"] [SIZE=2]Poison, spells[/SIZE] [/TD] [/TR] [TR] [TD="width: 124"] [SIZE=2][B]Special Qualities:[/B][/SIZE] [/TD] [TD="width: 361"] [SIZE=2]Darkvision 60 ft.[/SIZE] [/TD] [/TR] [TR] [TD="width: 124"] [SIZE=2][B]Saves:[/B][/SIZE] [/TD] [TD="width: 361"] [SIZE=2]Fort +6, Ref +5, Will +8[/SIZE] [/TD] [/TR] [TR] [TD="width: 124"] [SIZE=2][B]Abilities:[/B][/SIZE] [/TD] [TD="width: 361"] [SIZE=2]Str 16, Dex 13, Con 18, Int 10, Wis 17, Cha 15[/SIZE] [/TD] [/TR] [TR] [TD="width: 124"] [SIZE=2][B]Skills:[/B][/SIZE] [/TD] [TD="width: 361"] [SIZE=2]Concentration +12, Listen +7, Spellcraft +8, Spot +7, Swim +11[/SIZE] [/TD] [/TR] [TR] [TD="width: 124"] [SIZE=2][B]Feats:[/B][/SIZE] [/TD] [TD="width: 361"] [SIZE=2]Alertness, Combat Casting, Eschew Materials[/SIZE][SUP][SIZE=2]B[/SIZE][/SUP][SIZE=2], Lightning Reflexes[/SIZE] [/TD] [/TR] [TR] [TD="width: 124"] [SIZE=2][B]Environment:[/B][/SIZE] [/TD] [TD="width: 361"] [SIZE=2]Temperate aquatic[/SIZE] [/TD] [/TR] [TR] [TD="width: 124"] [SIZE=2][B]Organization:[/B][/SIZE] [/TD] [TD="width: 361"] [SIZE=2]Solitary, pair, or nest (3–4)[/SIZE] [/TD] [/TR] [TR] [TD="width: 124"] [SIZE=2][B]Challenge Rating:[/B][/SIZE] [/TD] [TD="width: 361"] [SIZE=2]7[/SIZE] [/TD] [/TR] [TR] [TD="width: 124"] [SIZE=2][B]Treasure:[/B][/SIZE] [/TD] [TD="width: 361"] [SIZE=2]Standard[/SIZE] [/TD] [/TR] [TR] [TD="width: 124"] [SIZE=2][B]Alignment:[/B][/SIZE] [/TD] [TD="width: 361"] [SIZE=2]Usually neutral[/SIZE] [/TD] [/TR] [TR] [TD="width: 124"] [SIZE=2][B]Advancement:[/B][/SIZE] [/TD] [TD="width: 361"] [SIZE=2]8–10 HD (Large); 11–21 HD (Huge)[/SIZE] [/TD] [/TR] [TR] [TD="width: 124"] [SIZE=2][B]Level Adjustment:[/B][/SIZE] [/TD] [TD="width: 361"] — [/TD] [/TR] [/TABLE] [SIZE=2]Water nagas speak Aquan and Common.[/SIZE] [SIZE=2]Combat[/SIZE] [SIZE=2]Water nagas prefer to stay mostly concealed in a body of water while they launch a spell attack.[/SIZE] [SIZE=2][B]Poison (Ex): [/B][/SIZE][SIZE=2]Injury, Fortitude DC 17, initial and secondary damage 1d8 Con. The save DC is Constitution-based.[/SIZE] [SIZE=2][B]Spells: [/B][/SIZE][SIZE=2]Water nagas cast spells as 7th-level sorcerers but never use fire spells.[/SIZE] [SIZE=2][I]Typical Sorcerer Spells Known [/I][/SIZE][SIZE=2](6/7/7/4; save DC 12 + spell level): 0—[/SIZE][SIZE=2][I]acid splash, daze, detect magic, light, mage hand, open/close, read magic; [/I][/SIZE][SIZE=2]1st—[/SIZE][SIZE=2][I]expeditious retreat, magic missile, obscuring mist, shield, true strike; [/I][/SIZE][SIZE=2]2nd—[/SIZE][SIZE=2][I]invisibility, acid arrow, mirror image; [/I][/SIZE][SIZE=2]3rd—[/SIZE][SIZE=2][I]protection from energy, suggestion.[/I][/SIZE] [SIZE=2][B]Skills:[/B][/SIZE][SIZE=2] 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.[/SIZE] [COLOR=#000000][SIZE=5]NIGHT HAG[/SIZE][/COLOR] [TABLE] [TR] [TD="width: 124"] [/TD] [TD="width: 322"] [SIZE=2]Medium Outsider (Evil, Extraplanar)[/SIZE] [/TD] [/TR] [TR] [TD="width: 124"] [SIZE=2][B]Hit Dice:[/B][/SIZE] [/TD] [TD="width: 322"] [SIZE=2]8d8+32 (68 hp)[/SIZE] [/TD] [/TR] [TR] [TD="width: 124"] [SIZE=2][B]Initiative:[/B][/SIZE] [/TD] [TD="width: 322"] [SIZE=2]+1[/SIZE] [/TD] [/TR] [TR] [TD="width: 124"] [SIZE=2][B]Speed:[/B][/SIZE] [/TD] [TD="width: 322"] [SIZE=2]20 ft. (4 squares)[/SIZE] [/TD] [/TR] [TR] [TD="width: 124"] [SIZE=2][B]Armor Class:[/B][/SIZE] [/TD] [TD="width: 322"] [SIZE=2]22 (+1 Dex, +11 natural), touch 11, flat-footed 21[/SIZE] [/TD] [/TR] [TR] [TD="width: 124"] [SIZE=2][B]Base Attack/Grapple:[/B][/SIZE] [/TD] [TD="width: 322"] [SIZE=2]+8/+12[/SIZE] [/TD] [/TR] [TR] [TD="width: 124"] [SIZE=2][B]Attack:[/B][/SIZE] [/TD] [TD="width: 322"] [SIZE=2]Bite +12 melee (2d6+6 plus disease)[/SIZE] [/TD] [/TR] [TR] [TD="width: 124"] [SIZE=2][B]Full Attack:[/B][/SIZE] [/TD] [TD="width: 322"] [SIZE=2]Bite +12 melee (2d6+6 plus disease)[/SIZE] [/TD] [/TR] [TR] [TD="width: 124"] [SIZE=2][B]Space/Reach:[/B][/SIZE] [/TD] [TD="width: 322"] [SIZE=2]5 ft./5 ft.[/SIZE] [/TD] [/TR] [TR] [TD="width: 124"] [SIZE=2][B]Special Attacks:[/B][/SIZE] [/TD] [TD="width: 322"] [SIZE=2]Spell-like abilities, dream haunting[/SIZE] [/TD] [/TR] [TR] [TD="width: 124"] [SIZE=2][B]Special Qualities:[/B][/SIZE] [/TD] [TD="width: 322"] [SIZE=2]Damage reduction 10/cold iron and magic, immunity to fire, cold, charm, [/SIZE][SIZE=2][I]sleep, [/I][/SIZE][SIZE=2]and fear, spell resistance 25[/SIZE] [/TD] [/TR] [TR] [TD="width: 124"] [SIZE=2][B]Saves:[/B][/SIZE] [/TD] [TD="width: 322"] [SIZE=2]Fort +12*, Ref +9*, Will +10*[/SIZE] [/TD] [/TR] [TR] [TD="width: 124"] [SIZE=2][B]Abilities:[/B][/SIZE] [/TD] [TD="width: 322"] [SIZE=2]Str 19, Dex 12, Con 18, Int 11, Wis 15, Cha 12[/SIZE] [/TD] [/TR] [TR] [TD="width: 124"] [SIZE=2][B]Skills:[/B][/SIZE] [/TD] [TD="width: 322"] [SIZE=2]Bluff +12, Concentration +15, Diplomacy +5, Disguise +1 (+3 acting), Intimidate +14, Listen +15, Ride +12, Sense Motive +13, Spellcraft +11, Spot +15[/SIZE] [/TD] [/TR] [TR] [TD="width: 124"] [SIZE=2][B]Feats:[/B][/SIZE] [/TD] [TD="width: 322"] [SIZE=2]Alertness, Combat Casting, Mounted Combat[/SIZE] [/TD] [/TR] [TR] [TD="width: 124"] [SIZE=2][B]Environment:[/B][/SIZE] [/TD] [TD="width: 322"] [SIZE=2]A evil-aligned plane[/SIZE] [/TD] [/TR] [TR] [TD="width: 124"] [SIZE=2][B]Organization:[/B][/SIZE] [/TD] [TD="width: 322"] [SIZE=2]Solitary, mounted (1, on nightmare), or covey (3, on nightmares)[/SIZE] [/TD] [/TR] [TR] [TD="width: 124"] [SIZE=2][B]Challenge Rating:[/B][/SIZE] [/TD] [TD="width: 322"] [SIZE=2]9[/SIZE] [/TD] [/TR] [TR] [TD="width: 124"] [SIZE=2][B]Treasure:[/B][/SIZE] [/TD] [TD="width: 322"] [SIZE=2]Standard[/SIZE] [/TD] [/TR] [TR] [TD="width: 124"] [SIZE=2][B]Alignment:[/B][/SIZE] [/TD] [TD="width: 322"] [SIZE=2]Always neutral evil[/SIZE] [/TD] [/TR] [TR] [TD="width: 124"] [SIZE=2][B]Advancement:[/B][/SIZE] [/TD] [TD="width: 322"] [SIZE=2]9–16 HD (Medium)[/SIZE] [/TD] [/TR] [TR] [TD="width: 124"] [SIZE=2][B]Level Adjustment:[/B][/SIZE] [/TD] [TD="width: 322"] — [/TD] [/TR] [/TABLE] [SIZE=2]A night hag is about the same height and weight as a female human.[/SIZE] [SIZE=2]Night hags speak Abyssal, Celestial, Common, and Infernal.[/SIZE] COMBAT [SIZE=2]Night hags attack good creatures on sight if the odds of success seem favorable.[/SIZE] [SIZE=2]These creatures rip through armor and flesh with their deadly teeth. They love to use [/SIZE][SIZE=2][I]sleep [/I][/SIZE][SIZE=2]and then strangle those who are overcome by it.[/SIZE] [SIZE=2]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.[/SIZE] [SIZE=2][B]Disease (Ex): [/B][/SIZE][SIZE=2]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.[/SIZE] [SIZE=2][B]Spell-Like Abilities: [/B][/SIZE][SIZE=2]At will—[/SIZE][SIZE=2][I]detect chaos, detect evil, detect good, detect law, detect magic, magic missile, polymorph [/I][/SIZE][SIZE=2](self only), [/SIZE][SIZE=2][I]ray of enfeeblement [/I][/SIZE][SIZE=2](DC 12)[/SIZE][SIZE=2][I], sleep [/I][/SIZE][SIZE=2](DC 12)[/SIZE][SIZE=2][I]. [/I][/SIZE][SIZE=2]Caster level 8th. A night hag can use [/SIZE][SIZE=2][I]etherealness [/I][/SIZE][SIZE=2]at will (caster level 16th) so long as it possesses its [/SIZE][SIZE=2][I]heartstone [/I][/SIZE][SIZE=2](see below). The save DCs are Charisma-based.[/SIZE] [SIZE=2][B]Dream Haunting (Su): [/B][/SIZE][SIZE=2]Night hags can visit the dreams of chaotic or evil individuals by using a special periapt known as a [/SIZE][SIZE=2][I]heartstone [/I][/SIZE][SIZE=2]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.[/SIZE] [SIZE=3]HEARTSTONE[/SIZE] [SIZE=2]All night hags carry a periapt known as a [/SIZE][SIZE=2][I]heartstone, [/I][/SIZE][SIZE=2]which instantly cures any disease contracted by the holder. In addition, a [/SIZE][SIZE=2][I]heartstone [/I][/SIZE][SIZE=2]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 [/SIZE][SIZE=2][I]etherealness [/I][/SIZE][SIZE=2]until it can manufacture another (which takes one month). Creatures other than the hag can benefit from the [/SIZE][SIZE=2][I]heartstone[/I][/SIZE][SIZE=2]’s powers, but the periapt shatters after ten uses (any disease cured or saving throw affected[/SIZE] [SIZE=2]counts as a use) and it does not bestow [/SIZE][SIZE=2][I]etherealness [/I][/SIZE][SIZE=2]to a bearer that is not a night hag. If sold, an intact [/SIZE][SIZE=2][I]heartstone [/I][/SIZE][SIZE=2]brings 1,800 gp. [/SIZE] [SIZE=5]NIGHTMARE[/SIZE] [TABLE] [TR] [TD="width: 94"] [/TD] [TD="width: 269"] [SIZE=2][B]Nightmare[/B][/SIZE] [/TD] [TD="width: 281"] [COLOR=#000000][SIZE=2][B]Nightmare, Cauchemar[/B][/SIZE][/COLOR] [/TD] [/TR] [TR] [TD="width: 94"] [/TD] [TD="width: 269"] [SIZE=2]Large Outsider (Evil, Extraplanar)[/SIZE] [/TD] [TD="width: 281"] [COLOR=#000000][SIZE=2]Huge Outsider (Evil, Extraplanar)[/SIZE][/COLOR] [/TD] [/TR] [TR] [TD="width: 94"] [SIZE=2][B]Hit Dice:[/B][/SIZE] [/TD] [TD="width: 269"] [SIZE=2]6d8+18 (45 hp)[/SIZE] [/TD] [TD="width: 281"] [COLOR=#000000][SIZE=2]15d8+105 (172 hp)[/SIZE][/COLOR] [/TD] [/TR] [TR] [TD="width: 94"] [SIZE=2][B]Initiative:[/B][/SIZE] [/TD] [TD="width: 269"] [SIZE=2]+6[/SIZE] [/TD] [TD="width: 281"] [COLOR=#000000][SIZE=2]+6[/SIZE][/COLOR] [/TD] [/TR] [TR] [TD="width: 94"] [SIZE=2][B]Speed:[/B][/SIZE] [/TD] [TD="width: 269"] [SIZE=2]40 ft. (8 squares), fly 90 ft. (good)[/SIZE] [/TD] [TD="width: 281"] [COLOR=#000000][SIZE=2]40 ft. (8 squares), fly 90 ft. (good)[/SIZE][/COLOR] [/TD] [/TR] [TR] [TD="width: 94"] [SIZE=2][B]Armor Class:[/B][/SIZE] [/TD] [TD="width: 269"] [SIZE=2]24 (–1 size, +2 Dex, +13 natural), touch 11, flat-footed 22[/SIZE] [/TD] [TD="width: 281"] [COLOR=#000000][SIZE=2]26 (–2 size, +2 Dex, +16 natural), touch 10, flat-footed 24[/SIZE][/COLOR] [/TD] [/TR] [TR] [TD="width: 94"] [SIZE=2][B]Base Attack/Grapple:[/B][/SIZE] [/TD] [TD="width: 269"] [SIZE=2]+6/+14[/SIZE] [/TD] [TD="width: 281"] [COLOR=#000000][SIZE=2]+15/+33[/SIZE][/COLOR] [/TD] [/TR] [TR] [TD="width: 94"] [SIZE=2][B]Attack:[/B][/SIZE] [/TD] [TD="width: 269"] [SIZE=2]Hoof +9 melee (1d8+4 plus 1d4 fire) [/SIZE] [/TD] [TD="width: 281"] [COLOR=#000000][SIZE=2]Hoof +23 melee (2d6+10 plus 1d4 fire)[/SIZE][/COLOR] [/TD] [/TR] [TR] [TD="width: 94"] [SIZE=2][B]Full Attack:[/B][/SIZE] [/TD] [TD="width: 269"] [SIZE=2]2 hooves +9 melee (1d8+4 plus 1d4 fire) and bite +4 melee (1d8+2)[/SIZE] [/TD] [TD="width: 281"] [COLOR=#000000][SIZE=2]2 hooves +23 melee (2d6+10 plus 1d4 fire) and bite +18 melee (2d6+5)[/SIZE][/COLOR] [/TD] [/TR] [TR] [TD="width: 94"] [SIZE=2][B]Space/Reach:[/B][/SIZE] [/TD] [TD="width: 269"] [SIZE=2]10 ft./5 ft.[/SIZE] [/TD] [TD="width: 281"] [COLOR=#000000][SIZE=2]15 ft./10 ft.[/SIZE][/COLOR] [/TD] [/TR] [TR] [TD="width: 94"] [SIZE=2][B]Special Attacks:[/B][/SIZE] [/TD] [TD="width: 269"] [SIZE=2]Flaming hooves, smoke[/SIZE] [/TD] [TD="width: 281"] [COLOR=#000000][SIZE=2]Flaming hooves, smoke[/SIZE][/COLOR] [/TD] [/TR] [TR] [TD="width: 94"] [SIZE=2][B]Special Qualities:[/B][/SIZE] [/TD] [TD="width: 269"] [SIZE=2]Astral projection, darkvision 60 ft., etherealness[/SIZE] [/TD] [TD="width: 281"] [COLOR=#000000][SIZE=2]Astral projection, darkvision 60 ft., etherealness[/SIZE][/COLOR] [/TD] [/TR] [TR] [TD="width: 94"] [SIZE=2][B]Saves:[/B][/SIZE] [/TD] [TD="width: 269"] [SIZE=2]Fort +8, Ref +7, Will +6[/SIZE] [/TD] [TD="width: 281"] [COLOR=#000000][SIZE=2]Fort +16, Ref +11, Will +10[/SIZE][/COLOR] [/TD] [/TR] [TR] [TD="width: 94"] [SIZE=2][B]Abilities:[/B][/SIZE] [/TD] [TD="width: 269"] [SIZE=2]Str 18, Dex 15, Con 16, Int 13, Wis 13, Cha 12[/SIZE] [/TD] [TD="width: 281"] [COLOR=#000000][SIZE=2]Str 31, Dex 14, Con 24, Int 16, Wis 12, Cha 12[/SIZE][/COLOR] [/TD] [/TR] [TR] [TD="width: 94"] [SIZE=2][B]Skills:[/B][/SIZE] [/TD] [TD="width: 269"] [SIZE=2]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)[/SIZE] [/TD] [TD="width: 281"] [COLOR=#000000][SIZE=2]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)[/SIZE][/COLOR] [/TD] [/TR] [TR] [TD="width: 94"] [SIZE=2][B]Feats:[/B][/SIZE] [/TD] [TD="width: 269"] [SIZE=2]Alertness, Improved Initiative, Run[/SIZE] [/TD] [TD="width: 281"] [COLOR=#000000][SIZE=2]Alertness, Cleave, Improved Initiative, Power Attack, Run, Track[/SIZE][/COLOR] [/TD] [/TR] [TR] [TD="width: 94"] [SIZE=2][B]Environment:[/B][/SIZE] [/TD] [TD="width: 269"] [SIZE=2]A evil-aligned plane[/SIZE] [/TD] [TD="width: 281"] [COLOR=#000000][SIZE=2]A neutral evil plane[/SIZE][/COLOR] [/TD] [/TR] [TR] [TD="width: 94"] [SIZE=2][B]Organization:[/B][/SIZE] [/TD] [TD="width: 269"] [SIZE=2]Solitary Solitary[/SIZE] [/TD] [TD="width: 281"] [COLOR=#000000][SIZE=2]Solitary[/SIZE][/COLOR] [/TD] [/TR] [TR] [TD="width: 94"] [SIZE=1][B]Challenge Rating:[/B][/SIZE] [/TD] [TD="width: 269"] [SIZE=1]5[/SIZE] [/TD] [TD="width: 281"] [COLOR=#000000][SIZE=2]11[/SIZE][/COLOR] [/TD] [/TR] [TR] [TD="width: 94"] [SIZE=2][B]Treasure:[/B][/SIZE] [/TD] [TD="width: 269"] [SIZE=2]None[/SIZE] [/TD] [TD="width: 281"] [COLOR=#000000][SIZE=2]None[/SIZE][/COLOR] [/TD] [/TR] [TR] [TD="width: 94"] [SIZE=2][B]Alignment:[/B][/SIZE] [/TD] [TD="width: 269"] [SIZE=2]Always neutral evil[/SIZE] [/TD] [TD="width: 281"] [COLOR=#000000][SIZE=2]Always neutral evil[/SIZE][/COLOR] [/TD] [/TR] [TR] [TD="width: 94"] [SIZE=2][B]Advancement:[/B][/SIZE] [/TD] [TD="width: 269"] [SIZE=2]7–10 HD (Large); 11–18 HD (Huge)[/SIZE] [/TD] [TD="width: 281"] [COLOR=#000000]—[/COLOR] [/TD] [/TR] [TR] [TD="width: 94"] [SIZE=2][B]Level Adjustment:[/B][/SIZE] [/TD] [TD="width: 269"] [SIZE=2]+4 (cohort)[/SIZE] [/TD] [TD="width: 281"] [COLOR=#000000][SIZE=2]+4 (cohort)[/SIZE][/COLOR] [/TD] [/TR] [/TABLE] [SIZE=2]A nightmare is about the size of a light war horse.[/SIZE] COMBAT [SIZE=2]A nightmare can fight while carrying a rider, but the rider cannot also fight unless he or she succeeds on a Ride check.[/SIZE] [SIZE=2]A nightmare’s natural weapons, as well as any weapons it wields, are treated as evil-aligned for the purpose of overcoming damage reduction.[/SIZE] [SIZE=2][B]Flaming Hooves (Su):[/B][/SIZE][SIZE=2] A blow from a nightmare’s hooves sets combustible materials alight.[/SIZE] [SIZE=2][B]Smoke (Su):[/B][/SIZE][SIZE=2] 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.[/SIZE] [SIZE=2]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.[/SIZE] [SIZE=2][B]Astral Projection and Etherealness (Su):[/B][/SIZE][SIZE=2] These abilities function just like the spells of the same names (caster level 20th); a nightmare can use either at will.[/SIZE] [SIZE=2][B]Carrying Capacity: [/B][/SIZE][SIZE=2]A light load for a nightmare is up to 300 pounds; a medium load, 301–600 pounds; and a heavy load, 601–900 pounds.[/SIZE] [COLOR=#000000][FONT=Times New Roman, Courier New, serif]CAUCHEMAR[/FONT][/COLOR] [COLOR=#000000][FONT=Times New Roman, Courier New, serif][SIZE=2]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.[/SIZE][/FONT][/COLOR] [COLOR=#000000][FONT=Times New Roman, Courier New, serif]COMBAT[/FONT][/COLOR] [COLOR=#000000][SIZE=2]The save DC for the cauchemar’s smoke attack (DC 24) is adjusted for its greater number of Hit Dice and higher Constitution score.[/SIZE][/COLOR] [COLOR=#000000][SIZE=2]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.[/SIZE][/COLOR] [SIZE=5]NIGHTSHADE[/SIZE] [SIZE=2]Nightshades are powerful undead composed of equal parts darkness and absolute evil.[/SIZE] [SIZE=2]Nightshades can read and understand all forms of communication; however, they communicate with others by telepathy.[/SIZE] COMBAT [SIZE=2]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 [/SIZE][SIZE=2][I]haste[/I][/SIZE][SIZE=2].[/SIZE] [SIZE=2]Nightshade Abilities[/SIZE] [SIZE=2]All nightshades have the following special abilities.[/SIZE] [SIZE=2][B]Aversion to Daylight (Ex): [/B][/SIZE][SIZE=2]If exposed to natural daylight (not merely a [/SIZE][SIZE=2][I]daylight [/I][/SIZE][SIZE=2]spell), nightshades take a –4 penalty on all attack rolls, saving throws, and skill checks.[/SIZE] [SIZE=2][B]Desecrating Aura (Su):[/B][/SIZE][SIZE=2] All nightshades give off a 20-footradius emanation of utter desecration, imbuing their surroundings with negative energy. This ability works much like a [/SIZE][SIZE=2][I]desecrate [/I][/SIZE][SIZE=2]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.[/SIZE] [SIZE=2]A nightshade’s desecrating aura cannot be dispelled except by a [/SIZE][SIZE=2][I]dispel evil [/I][/SIZE][SIZE=2]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 [/SIZE][SIZE=2][I]consecrated [/I][/SIZE][SIZE=2]or [/SIZE][SIZE=2][I]hallowed [/I][/SIZE][SIZE=2]area, but the nightshade’s presence also suppresses the [/SIZE][SIZE=2][I]consecrated [/I][/SIZE][SIZE=2]or [/SIZE][SIZE=2][I]hallowed [/I][/SIZE][SIZE=2]effect for as long as it remains in the area.[/SIZE] NIGHTCRAWLER [TABLE] [TR] [TD="width: 124"] [/TD] [TD="width: 290"] [SIZE=2]Gargantuan Undead (Extraplanar)[/SIZE] [/TD] [/TR] [TR] [TD="width: 124"] [SIZE=2][B]Hit Dice:[/B][/SIZE] [/TD] [TD="width: 290"] [SIZE=2]25d12+50 (212 hp)[/SIZE] [/TD] [/TR] [TR] [TD="width: 124"] [SIZE=2][B]Initiative:[/B][/SIZE] [/TD] [TD="width: 290"] [SIZE=2]+4[/SIZE] [/TD] [/TR] [TR] [TD="width: 124"] [SIZE=2][B]Speed:[/B][/SIZE] [/TD] [TD="width: 290"] [SIZE=2]30 ft. (6 squares), burrow 60 ft.[/SIZE] [/TD] [/TR] [TR] [TD="width: 124"] [SIZE=2][B]Armor Class:[/B][/SIZE] [/TD] [TD="width: 290"] [SIZE=2]35 (–4 size, +29 natural), touch 6, flat-footed 35[/SIZE] [/TD] [/TR] [TR] [TD="width: 124"] [SIZE=2][B]Base Attack/Grapple:[/B][/SIZE] [/TD] [TD="width: 290"] [SIZE=2]+12/+45[/SIZE] [/TD] [/TR] [TR] [TD="width: 124"] [SIZE=2][B]Attack:[/B][/SIZE] [/TD] [TD="width: 290"] [SIZE=2]Bite +29 melee (4d6+21)[/SIZE] [/TD] [/TR] [TR] [TD="width: 124"] [SIZE=2][B]Full Attack:[/B][/SIZE] [/TD] [TD="width: 290"] [SIZE=2]Bite +29 melee (4d6+21/19–20) and sting +24 melee (2d8+11/19–20 plus poison)[/SIZE] [/TD] [/TR] [TR] [TD="width: 124"] [SIZE=2][B]Space/Reach:[/B][/SIZE] [/TD] [TD="width: 290"] [SIZE=2]20 ft./15 ft.[/SIZE] [/TD] [/TR] [TR] [TD="width: 124"] [SIZE=2][B]Special Attacks:[/B][/SIZE] [/TD] [TD="width: 290"] [SIZE=2]Desecrating aura, energy drain, spell-like abilities, poison, summon undead, swallow whole[/SIZE] [/TD] [/TR] [TR] [TD="width: 124"] [SIZE=2][B]Special Qualities:[/B][/SIZE] [/TD] [TD="width: 290"] [SIZE=2]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[/SIZE] [/TD] [/TR] [TR] [TD="width: 124"] [SIZE=2][B]Saves:[/B][/SIZE] [/TD] [TD="width: 290"] [SIZE=2]Fort +12, Ref +10, Will +23[/SIZE] [/TD] [/TR] [TR] [TD="width: 124"] [SIZE=2][B]Abilities:[/B][/SIZE] [/TD] [TD="width: 290"] [SIZE=2]Str 48, Dex 10, Con —, Int 20, Wis 20, Cha 18[/SIZE] [/TD] [/TR] [TR] [TD="width: 124"] [SIZE=2][B]Skills:[/B][/SIZE] [/TD] [TD="width: 290"] [SIZE=2]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)[/SIZE] [/TD] [/TR] [TR] [TD="width: 124"] [SIZE=2][B]Feats:[/B][/SIZE] [/TD] [TD="width: 290"] [SIZE=2]Blind-Fight, Combat Casting, Great Fortitude, Improved Critical (bite), Improved Critical (sting), Improved Initiative, Iron Will, Power Attack, Quicken Spell-Like Ability ([/SIZE][SIZE=2][I]cone of cold[/I][/SIZE][SIZE=2])[/SIZE] [/TD] [/TR] [TR] [TD="width: 124"] [SIZE=2][B]Environment:[/B][/SIZE] [/TD] [TD="width: 290"] [SIZE=2]Plane of Shadow[/SIZE] [/TD] [/TR] [TR] [TD="width: 124"] [SIZE=2][B]Organization:[/B][/SIZE] [/TD] [TD="width: 290"] [SIZE=2]Solitary or pair[/SIZE] [/TD] [/TR] [TR] [TD="width: 124"] [SIZE=2][B]Challenge Rating:[/B][/SIZE] [/TD] [TD="width: 290"] [SIZE=2]18[/SIZE] [/TD] [/TR] [TR] [TD="width: 124"] [SIZE=2][B]Treasure:[/B][/SIZE] [/TD] [TD="width: 290"] [SIZE=2]Standard[/SIZE] [/TD] [/TR] [TR] [TD="width: 124"] [SIZE=2][B]Alignment:[/B][/SIZE] [/TD] [TD="width: 290"] [SIZE=2]Always chaotic evil[/SIZE] [/TD] [/TR] [TR] [TD="width: 124"] [SIZE=2][B]Advancement:[/B][/SIZE] [/TD] [TD="width: 290"] [SIZE=2]26–50 HD (Colossal)[/SIZE] [/TD] [/TR] [TR] [TD="width: 124"] [SIZE=2][B]Level Adjustment:[/B][/SIZE] [/TD] [TD="width: 290"] — [/TD] [/TR] [/TABLE] [SIZE=2]A nightcrawler is a massive behemoth similar to a purple worm, though utterly black in color.[/SIZE] [SIZE=2]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.[/SIZE] [SIZE=2]Combat[/SIZE] [SIZE=2]A nightcrawler attacks by burrowing through the ground and emerging to strike.[/SIZE] [SIZE=2]A nightcrawler’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.[/SIZE] [SIZE=2][B]Energy Drain (Su):[/B][/SIZE][SIZE=2] 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.[/SIZE] [SIZE=2]For each such negative level bestowed, the nightcrawler gains 5 temporary hit points. [/SIZE] [SIZE=2][B]Improved Grab (Ex):[/B][/SIZE][SIZE=2] 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.[/SIZE] [SIZE=2][B]Poison (Ex):[/B][/SIZE][SIZE=2] Injury, Fortitude DC 22, initial and secondary damage 2d6 Str. The save DC is Constitution-based.[/SIZE] [SIZE=2][B]Spell-Like Abilities: [/B][/SIZE][SIZE=2]At will—[/SIZE][SIZE=2][I]contagion [/I][/SIZE][SIZE=2](DC 18), [/SIZE][SIZE=2][I]deeper darkness, detect magic, greater dispel magic, haste, invisibility, see invisibility, unholy blight [/I][/SIZE][SIZE=2](DC 18); 3/day—[/SIZE][SIZE=2][I]cone of cold [/I][/SIZE][SIZE=2](DC 19), [/SIZE][SIZE=2][I]confusion [/I][/SIZE][SIZE=2](DC 18), [/SIZE][SIZE=2][I]hold monster [/I][/SIZE][SIZE=2](DC 19); 1/day—[/SIZE][SIZE=2][I]finger of death [/I][/SIZE][SIZE=2](DC 21), [/SIZE][SIZE=2][I]mass hold monster [/I][/SIZE][SIZE=2](DC 23), [/SIZE][SIZE=2][I]plane shift [/I][/SIZE][SIZE=2](DC 21). Caster level 25th. The save DCs are Charisma-based.[/SIZE] [SIZE=2][B]Summon Undead (Su):[/B][/SIZE][SIZE=2] 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.[/SIZE] [SIZE=2][B]Swallow Whole (Ex):[/B][/SIZE][SIZE=2] 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.[/SIZE] NIGHTWALKER [TABLE] [TR] [TD="width: 124"] [/TD] [TD="width: 338"] [SIZE=2]Huge Undead (Extraplanar)[/SIZE] [/TD] [/TR] [TR] [TD="width: 124"] [SIZE=2][B]Hit Dice:[/B][/SIZE] [/TD] [TD="width: 338"] [SIZE=2]21d12+42 (178 hp)[/SIZE] [/TD] [/TR] [TR] [TD="width: 124"] [SIZE=2][B]Initiative:[/B][/SIZE] [/TD] [TD="width: 338"] [SIZE=2]+6[/SIZE] [/TD] [/TR] [TR] [TD="width: 124"] [SIZE=2][B]Speed:[/B][/SIZE] [/TD] [TD="width: 338"] [SIZE=2]40 ft (8 squares)., fly 20 ft. (poor)[/SIZE] [/TD] [/TR] [TR] [TD="width: 124"] [SIZE=2][B]Armor Class:[/B][/SIZE] [/TD] [TD="width: 338"] [SIZE=2]32 (–2 size, +2 Dex, +22 natural), touch 10, flat-footed 30[/SIZE] [/TD] [/TR] [TR] [TD="width: 124"] [SIZE=2][B]Base Attack/Grapple:[/B][/SIZE] [/TD] [TD="width: 338"] [SIZE=2]+10/+34[/SIZE] [/TD] [/TR] [TR] [TD="width: 124"] [SIZE=2][B]Attack:[/B][/SIZE] [/TD] [TD="width: 338"] [SIZE=2]Slam +24 melee (2d6+16)[/SIZE] [/TD] [/TR] [TR] [TD="width: 124"] [SIZE=2][B]Full Attack:[/B][/SIZE] [/TD] [TD="width: 338"] [SIZE=2]2 slams +24 melee (2d6+16)[/SIZE] [/TD] [/TR] [TR] [TD="width: 124"] [SIZE=2][B]Space/Reach:[/B][/SIZE] [/TD] [TD="width: 338"] [SIZE=2]15 ft./15 ft.[/SIZE] [/TD] [/TR] [TR] [TD="width: 124"] [SIZE=2][B]Special Attacks:[/B][/SIZE] [/TD] [TD="width: 338"] [SIZE=2]Crush item, desecrating aura, evil gaze, spell-like abilities, summon undead[/SIZE] [/TD] [/TR] [TR] [TD="width: 124"] [SIZE=2][B]Special Qualities:[/B][/SIZE] [/TD] [TD="width: 338"] [SIZE=2]Aversion to daylight, damage reduction 15/silver and magic, darkvision 60 ft., immunity to cold, spell resistance 29, telepathy 100 ft., undead traits[/SIZE] [/TD] [/TR] [TR] [TD="width: 124"] [SIZE=2][B]Saves:[/B][/SIZE] [/TD] [TD="width: 338"] [SIZE=2]Fort +11, Ref +11, Will +19[/SIZE] [/TD] [/TR] [TR] [TD="width: 124"] [SIZE=2][B]Abilities:[/B][/SIZE] [/TD] [TD="width: 338"] [SIZE=2]Str 38, Dex 14, Con —, Int 20, Wis 20, Cha 18[/SIZE] [/TD] [/TR] [TR] [TD="width: 124"] [SIZE=2][B]Skills:[/B][/SIZE] [/TD] [TD="width: 338"] [SIZE=2]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)[/SIZE] [/TD] [/TR] [TR] [TD="width: 124"] [SIZE=2][B]Feats:[/B][/SIZE] [/TD] [TD="width: 338"] [SIZE=2]Cleave, Combat Expertise, Combat Reflexes, Great Fortitude, Improved Disarm, Improved Initiative, Power Attack, Quicken Spell-Like Ability ([/SIZE][SIZE=2][I]unholy blight[/I][/SIZE][SIZE=2])[/SIZE] [/TD] [/TR] [TR] [TD="width: 124"] [SIZE=2][B]Environment:[/B][/SIZE] [/TD] [TD="width: 338"] [SIZE=2]Plane of Shadow[/SIZE] [/TD] [/TR] [TR] [TD="width: 124"] [SIZE=2][B]Organization:[/B][/SIZE] [/TD] [TD="width: 338"] [SIZE=2]Solitary, pair, or gang (3–4)[/SIZE] [/TD] [/TR] [TR] [TD="width: 124"] [SIZE=2][B]Challenge Rating:[/B][/SIZE] [/TD] [TD="width: 338"] [SIZE=2]16[/SIZE] [/TD] [/TR] [TR] [TD="width: 124"] [SIZE=2][B]Treasure:[/B][/SIZE] [/TD] [TD="width: 338"] [SIZE=2]Standard[/SIZE] [/TD] [/TR] [TR] [TD="width: 124"] [SIZE=2][B]Alignment:[/B][/SIZE] [/TD] [TD="width: 338"] [SIZE=2]Always chaotic evil[/SIZE] [/TD] [/TR] [TR] [TD="width: 124"] [SIZE=2][B]Advancement:[/B][/SIZE] [/TD] [TD="width: 338"] [SIZE=2]22–31 HD (Huge); 32–42 HD (Gargantuan)[/SIZE] [/TD] [/TR] [TR] [TD="width: 124"] [SIZE=2][B]Level Adjustment:[/B][/SIZE] [/TD] [TD="width: 338"] — [/TD] [/TR] [/TABLE] [SIZE=2]Nightwalkers are human-shaped horrors that haunt the darkness.[/SIZE] [SIZE=2]A nightwalker is about 20 feet tall and weighs about 12,000 pounds.[/SIZE] [SIZE=2]Combat[/SIZE] [SIZE=2]Nightwalkers lurk in dark areas where they can almost always surprise the unwary.[/SIZE] [SIZE=2]A nightwalker’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.[/SIZE] [SIZE=2][B]Crush Item (Su):[/B][/SIZE][SIZE=2] 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. [/SIZE] [SIZE=2][B]Evil Gaze (Su):[/B][/SIZE][SIZE=2] 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.[/SIZE] [SIZE=2][B]Spell-Like Abilities:[/B][/SIZE][SIZE=2] At will—[/SIZE][SIZE=2][I]contagion [/I][/SIZE][SIZE=2](DC 18), [/SIZE][SIZE=2][I]deeper darkness, detect magic, greater dispel magic, haste, see invisibility, [/I][/SIZE][SIZE=2]and [/SIZE][SIZE=2][I]unholy blight [/I][/SIZE][SIZE=2](DC 18); 3/day—[/SIZE][SIZE=2][I]confusion [/I][/SIZE][SIZE=2](DC 18), [/SIZE][SIZE=2][I]hold monster [/I][/SIZE][SIZE=2](DC 19), [/SIZE][SIZE=2][I]invisibility; [/I][/SIZE][SIZE=2]1/day—[/SIZE][SIZE=2][I]cone of cold [/I][/SIZE][SIZE=2](DC 19), [/SIZE][SIZE=2][I]finger of death [/I][/SIZE][SIZE=2](DC 21), [/SIZE][SIZE=2][I]plane shift [/I][/SIZE][SIZE=2](DC 21). Caster level 21st. The save DCs are Charisma-based.[/SIZE] [SIZE=2][B]Summon Undead (Su):[/B][/SIZE][SIZE=2] 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.[/SIZE] [SIZE=2][B]Skills:[/B][/SIZE][SIZE=2] *When hiding in a dark area, a nightwalker gains a +8 racial bonus on Hide checks.[/SIZE] [SIZE=2]Tactics Round-by-Round[/SIZE] [SIZE=2]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.[/SIZE] [SIZE=2][I]Prior to combat: [/I][/SIZE][SIZE=2]The nightwalker keeps its [/SIZE][SIZE=2][I]see invisibility [/I][/SIZE][SIZE=2]power active most of the time. It uses [/SIZE][SIZE=2][I]haste [/I][/SIZE][SIZE=2]and [/SIZE][SIZE=2][I]invisibility [/I][/SIZE][SIZE=2]to prepare for battle.[/SIZE] [SIZE=2][I]Round 1: [/I][/SIZE][SIZE=2]Move to within 30 feet to make use of gaze attack and strike with [/SIZE][SIZE=2][I]confusion [/I][/SIZE][SIZE=2]or [/SIZE][SIZE=2][I]hold monster, [/I][/SIZE][SIZE=2]coupled with a quickened [/SIZE][SIZE=2][I]unholy blight.[/I][/SIZE] [SIZE=2][I]Round 2: [/I][/SIZE][SIZE=2]Hit a spellcaster with [/SIZE][SIZE=2][I]finger of death [/I][/SIZE][SIZE=2]and another quickened [/SIZE][SIZE=2][I]unholy blight.[/I][/SIZE] [SIZE=2][I]Round 3: [/I][/SIZE][SIZE=2]Move up to engage the enemy and attempt to disarm an enemy fighter.[/SIZE] [SIZE=2][I]Round 4: [/I][/SIZE][SIZE=2]Crush the disarmed weapon (or use gaze attack if disarm attempt failed).[/SIZE] [SIZE=2][I]Round 5: [/I][/SIZE][SIZE=2]Full attack against the unarmed foe (or on a nearby spellcaster).[/SIZE] NIGHTWING [TABLE] [TR] [TD="width: 124"] [/TD] [TD="width: 324"] [SIZE=2]Huge Undead (Extraplanar)[/SIZE] [/TD] [/TR] [TR] [TD="width: 124"] [SIZE=2][B]Hit Dice:[/B][/SIZE] [/TD] [TD="width: 324"] [SIZE=2]17d12+34 (144 hp)[/SIZE] [/TD] [/TR] [TR] [TD="width: 124"] [SIZE=2][B]Initiative:[/B][/SIZE] [/TD] [TD="width: 324"] [SIZE=2]+8[/SIZE] [/TD] [/TR] [TR] [TD="width: 124"] [SIZE=2][B]Speed:[/B][/SIZE] [/TD] [TD="width: 324"] [SIZE=2]20 ft. (4 squares), fly 60 ft. (good)[/SIZE] [/TD] [/TR] [TR] [TD="width: 124"] [SIZE=2][B]Armor Class:[/B][/SIZE] [/TD] [TD="width: 324"] [SIZE=2]30 (–2 size, +4 Dex, +18 natural) touch 12, flat-footed 26[/SIZE] [/TD] [/TR] [TR] [TD="width: 124"] [SIZE=2][B]Base Attack/Grapple:[/B][/SIZE] [/TD] [TD="width: 324"] [SIZE=2]+8/+28[/SIZE] [/TD] [/TR] [TR] [TD="width: 124"] [SIZE=2][B]Attack:[/B][/SIZE] [/TD] [TD="width: 324"] [SIZE=2]Bite +18 melee (2d6+17/19–20 plus magic drain)[/SIZE] [/TD] [/TR] [TR] [TD="width: 124"] [SIZE=2][B]Full Attack:[/B][/SIZE] [/TD] [TD="width: 324"] [SIZE=2]Bite +18 melee (2d6+17/19–20 plus magic drain)[/SIZE] [/TD] [/TR] [TR] [TD="width: 124"] [SIZE=2][B]Space/Reach:[/B][/SIZE] [/TD] [TD="width: 324"] [SIZE=2]15 ft./10 ft.[/SIZE] [/TD] [/TR] [TR] [TD="width: 124"] [SIZE=2][B]Special Attacks:[/B][/SIZE] [/TD] [TD="width: 324"] [SIZE=2]Desecrating aura, magic drain, spell-like abilities, summon undead[/SIZE] [/TD] [/TR] [TR] [TD="width: 124"] [SIZE=2][B]Special Qualities:[/B][/SIZE] [/TD] [TD="width: 324"] [SIZE=2]Aversion to daylight, damage reduction 15/silver and magic, darkvision 60 ft., immunity to cold, spell resistance 27, telepathy 100 ft., undead traits[/SIZE] [/TD] [/TR] [TR] [TD="width: 124"] [SIZE=2][B]Saves:[/B][/SIZE] [/TD] [TD="width: 324"] [SIZE=2]Fort +9, Ref +11, Will +17[/SIZE] [/TD] [/TR] [TR] [TD="width: 124"] [SIZE=2][B]Abilities:[/B][/SIZE] [/TD] [TD="width: 324"] [SIZE=2]Str 31, Dex 18, Con —, Int 18, Wis 20, Cha 18[/SIZE] [/TD] [/TR] [TR] [TD="width: 124"] [SIZE=2][B]Skills:[/B][/SIZE] [/TD] [TD="width: 324"] [SIZE=2]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)[/SIZE] [/TD] [/TR] [TR] [TD="width: 124"] [SIZE=2][B]Feats:[/B][/SIZE] [/TD] [TD="width: 324"] [SIZE=2]Combat Reflexes, Dodge, Flyby Attack, Great Fortitude, Improved Critical (bite), Improved Initiative[/SIZE] [/TD] [/TR] [TR] [TD="width: 124"] [SIZE=2][B]Environment:[/B][/SIZE] [/TD] [TD="width: 324"] [SIZE=2]Plane of Shadow[/SIZE] [/TD] [/TR] [TR] [TD="width: 124"] [SIZE=2][B]Organization:[/B][/SIZE] [/TD] [TD="width: 324"] [SIZE=2]Solitary, pair, or flock (3–6)[/SIZE] [/TD] [/TR] [TR] [TD="width: 124"] [SIZE=2][B]Challenge Rating:[/B][/SIZE] [/TD] [TD="width: 324"] [SIZE=2]14[/SIZE] [/TD] [/TR] [TR] [TD="width: 124"] [SIZE=2][B]Treasure:[/B][/SIZE] [/TD] [TD="width: 324"] [SIZE=2]Standard[/SIZE] [/TD] [/TR] [TR] [TD="width: 124"] [SIZE=2][B]Alignment:[/B][/SIZE] [/TD] [TD="width: 324"] [SIZE=2]Always chaotic evil[/SIZE] [/TD] [/TR] [TR] [TD="width: 124"] [SIZE=2][B]Advancement:[/B][/SIZE] [/TD] [TD="width: 324"] [SIZE=2]18–25 HD (Huge); 26–34 HD (Gargantuan)[/SIZE] [/TD] [/TR] [TR] [TD="width: 124"] [SIZE=2][B]Level Adjustment:[/B][/SIZE] [/TD] [TD="width: 324"] — [/TD] [/TR] [/TABLE] [SIZE=2]Nightwings are batlike flyers that hunt on the wing.[/SIZE] [SIZE=2]A nightwing has a wingspan of about 40 feet and weighs about 4,000 pounds.[/SIZE] [SIZE=2]Combat[/SIZE] [SIZE=2]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.[/SIZE] [SIZE=2]A nightwing’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.[/SIZE] [SIZE=2][B]Magic Drain (Su):[/B][/SIZE][SIZE=2] 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 [/SIZE][SIZE=2][I]dispel evil [/I][/SIZE][SIZE=2]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.[/SIZE] [SIZE=2][B]Spell-Like Abilities:[/B][/SIZE][SIZE=2] At will—[/SIZE][SIZE=2][I]contagion [/I][/SIZE][SIZE=2](DC 18), [/SIZE][SIZE=2][I]deeper darkness, detect magic, haste, see invisibility, unholy blight [/I][/SIZE][SIZE=2](DC 18); 3/day—[/SIZE][SIZE=2][I]confusion [/I][/SIZE][SIZE=2](DC 18), [/SIZE][SIZE=2][I]greater dispel magic, hold monster [/I][/SIZE][SIZE=2](DC 19), [/SIZE][SIZE=2][I]invisibility; [/I][/SIZE][SIZE=2]1/day—[/SIZE][SIZE=2][I]cone of cold [/I][/SIZE][SIZE=2](DC 19), [/SIZE][SIZE=2][I]finger of death [/I][/SIZE][SIZE=2](DC 21), [/SIZE][SIZE=2][I]plane shift [/I][/SIZE][SIZE=2](DC 21). Caster level 17th. The save DCs are Charisma-based.[/SIZE] [SIZE=2][B]Summon Undead (Su):[/B][/SIZE][SIZE=2] 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.[/SIZE] [SIZE=2][B]Skills:[/B][/SIZE][SIZE=2] *When hiding in a dark area or flying in a dark sky, a nightwing gains a +8 racial bonus on Hide checks.[/SIZE] [SIZE=5]NYMPH[/SIZE] [TABLE] [TR] [TD="width: 124"] [/TD] [TD="width: 327"] [SIZE=2]Medium Fey[/SIZE] [/TD] [/TR] [TR] [TD="width: 124"] [SIZE=2][B]Hit Dice:[/B][/SIZE] [/TD] [TD="width: 327"] [SIZE=2]6d6+6 (27 hp)[/SIZE] [/TD] [/TR] [TR] [TD="width: 124"] [SIZE=2][B]Initiative:[/B][/SIZE] [/TD] [TD="width: 327"] [SIZE=2]+3[/SIZE] [/TD] [/TR] [TR] [TD="width: 124"] [SIZE=2][B]Speed:[/B][/SIZE] [/TD] [TD="width: 327"] [SIZE=2]30 ft. (6 squares), swim 20 ft.[/SIZE] [/TD] [/TR] [TR] [TD="width: 124"] [SIZE=2][B]Armor Class:[/B][/SIZE] [/TD] [TD="width: 327"] [SIZE=2]17 (+3 Dex, +4 deflection), touch 17, flat-footed 14[/SIZE] [/TD] [/TR] [TR] [TD="width: 124"] [SIZE=2][B]Base Attack/Grapple:[/B][/SIZE] [/TD] [TD="width: 327"] [SIZE=2]+3/+3[/SIZE] [/TD] [/TR] [TR] [TD="width: 124"] [SIZE=2][B]Attack:[/B][/SIZE] [/TD] [TD="width: 327"] [SIZE=2]Dagger +6 melee (1d4/19–20)[/SIZE] [/TD] [/TR] [TR] [TD="width: 124"] [SIZE=2][B]Full Attack:[/B][/SIZE] [/TD] [TD="width: 327"] [SIZE=2]Dagger +6 melee (1d4/19–20)[/SIZE] [/TD] [/TR] [TR] [TD="width: 124"] [SIZE=2][B]Space/Reach:[/B][/SIZE] [/TD] [TD="width: 327"] [SIZE=2]5 ft./5 ft.[/SIZE] [/TD] [/TR] [TR] [TD="width: 124"] [SIZE=2][B]Special Attacks:[/B][/SIZE] [/TD] [TD="width: 327"] [SIZE=2]Blinding beauty, spells, spell-like abilities, stunning glance[/SIZE] [/TD] [/TR] [TR] [TD="width: 124"] [SIZE=2][B]Special Qualities:[/B][/SIZE] [/TD] [TD="width: 327"] [SIZE=2]Damage reduction 10/cold iron, low-light vision, unearthly grace, wild empathy[/SIZE] [/TD] [/TR] [TR] [TD="width: 124"] [SIZE=2][B]Saves:[/B][/SIZE] [/TD] [TD="width: 327"] [SIZE=2]Fort +7, Ref +12, Will +12[/SIZE] [/TD] [/TR] [TR] [TD="width: 124"] [SIZE=2][B]Abilities:[/B][/SIZE] [/TD] [TD="width: 327"] [SIZE=2]Str 10, Dex 17, Con 12, Int 16, Wis 17, Cha 19[/SIZE] [/TD] [/TR] [TR] [TD="width: 124"] [SIZE=2][B]Skills:[/B][/SIZE] [/TD] [TD="width: 327"] [SIZE=2]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)[/SIZE] [/TD] [/TR] [TR] [TD="width: 124"] [SIZE=2][B]Feats:[/B][/SIZE] [/TD] [TD="width: 327"] [SIZE=2]Combat Casting, Dodge, Weapon Finesse [/SIZE] [/TD] [/TR] [TR] [TD="width: 124"] [SIZE=2][B]Environment:[/B][/SIZE] [/TD] [TD="width: 327"] [SIZE=2]Temperate forests[/SIZE] [/TD] [/TR] [TR] [TD="width: 124"] [SIZE=2][B]Organization:[/B][/SIZE] [/TD] [TD="width: 327"] [SIZE=2]Solitary[/SIZE] [/TD] [/TR] [TR] [TD="width: 124"] [SIZE=2][B]Challenge Rating:[/B][/SIZE] [/TD] [TD="width: 327"] [SIZE=2]7[/SIZE] [/TD] [/TR] [TR] [TD="width: 124"] [SIZE=2][B]Treasure:[/B][/SIZE] [/TD] [TD="width: 327"] [SIZE=2]Standard[/SIZE] [/TD] [/TR] [TR] [TD="width: 124"] [SIZE=2][B]Alignment:[/B][/SIZE] [/TD] [TD="width: 327"] [SIZE=2]Usually chaotic good[/SIZE] [/TD] [/TR] [TR] [TD="width: 124"] [SIZE=2][B]Advancement:[/B][/SIZE] [/TD] [TD="width: 327"] [SIZE=2]7–12 HD (Medium)[/SIZE] [/TD] [/TR] [TR] [TD="width: 124"] [SIZE=2][B]Level Adjustment:[/B][/SIZE] [/TD] [TD="width: 327"] [SIZE=2]+7[/SIZE] [/TD] [/TR] [/TABLE] [SIZE=2]A nymph is about the height and weight of a female elf.[/SIZE] [SIZE=2]Nymphs speak Sylvan and Common.[/SIZE] COMBAT [SIZE=2][B]Blinding Beauty (Su): [/B][/SIZE][SIZE=2]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 [/SIZE][SIZE=2][I]blindness [/I][/SIZE][SIZE=2]spell. A nymph can suppress or resume this ability as a free action.[/SIZE] [SIZE=2]The save DC is Charisma-based.[/SIZE] [SIZE=2][B]Spell-Like Abilities:[/B][/SIZE][SIZE=2] 1/day—[/SIZE][SIZE=2][I]dimension door. [/I][/SIZE][SIZE=2]Caster level 7th.[/SIZE] [SIZE=2][B]Spells:[/B][/SIZE][SIZE=2] A nymph casts divine spells as a 7th-level druid.[/SIZE] [SIZE=2][I]Typical Druid Spells Prepared [/I][/SIZE][SIZE=2](6/5/4/3/1, save DC 13 + spell level): 0—[/SIZE][SIZE=2][I]cure minor wounds, detect magic, flare, guidance, light, resistance; [/I][/SIZE][SIZE=2]1st—[/SIZE][SIZE=2][I]calm animal, cure light wounds, entangle, longstrider, speak with animals; [/I][/SIZE][SIZE=2]2nd—[/SIZE][SIZE=2][I]barkskin, heat metal, lesser restoration, tree shape; [/I][/SIZE][SIZE=2]3rd— [/SIZE][SIZE=2][I]call lightning, cure moderate wounds, protection from energy; [/I][/SIZE][SIZE=2]4th—[/SIZE][SIZE=2][I]rusting grasp.[/I][/SIZE] [SIZE=2][B]Stunning Glance (Su): [/B][/SIZE][SIZE=2]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.[/SIZE] [SIZE=2][B]Unearthly Grace (Su):[/B][/SIZE][SIZE=2] 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).[/SIZE] [SIZE=2][B]Wild Empathy (Ex):[/B][/SIZE][SIZE=2] This power works like the druid’s wild empathy class feature, except that a nymph has a +6 racial bonus on the check.[/SIZE] [SIZE=2][B]Skills:[/B][/SIZE][SIZE=2] 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.[/SIZE] [/QUOTE]
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