D&D 5E Homebrew Nightshades

Oxylepy

First Post
Attempt 2. They have increased HP and AC, generally do more damage per round, amd the math should all be correct. Also, the Light Aversion has been replaced with simple Sunlight Vulnerability. Meaning that in Bright Light they recieve neither advantage or disadvantage, which is accurate to the older condition they suffered (negating their normal bonus then, in sunlight, causing them to get the reverse). I also gave them a reaction, which allows them to cast one of their At Will spells.

Nightwave
Gargantuan undead, chaotic evil
Armor Class 19 (natural armor)
Hit Points 333 (18d20 + 144)
Speed 10 ft., fly 60 ft., swim 60 ft.
STR 28 (+9) DEX 16 (+3) CON 27 (+8) INT 22 (+6) WIS 19 (+4) CHA 21 (+5)
Saving Throws Int +12, Cha +11
Skills Perception +10, Stealth +15
Damage Vulnerabilities radiant
Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered
Damage Immunities cold, necrotic, poison
Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned
Senses blindsight 60 ft., darkvision 120 ft., passive Perception 20
Languages Abyssal, Common, Infernal, telepathy 120ft.
Challenge 20

Desecrating Aura. While in dim light or darkness all undead within 20 feet, including the nightshade, have advantage on attack rolls and saving throws.

Sunlight Vulnerability. While in bright light created by sunlight, the nightshade has disadvantage on attack rolls, ability checks, and saving throws.

Innate Spellcasting. The nightwaves innate spellcasting ability is Charisma (spell save DC 19, +11 to hit with spell attacks). It can innately cast the following spells, requiring no material components:
At will: darkness, detect magic, dispel magic, invisibility (self only)
3/day each: blight, cone of cold, confusion, contagion, hold monster
1/day each: create undead (as an 9th level spell), finger of death, plane shift (self only), weird

Actions
Multiattack. The nightwave makes three attacks: one with its bite and two with its tail. It can use its Swallow instead of its bite.

Bite. Melee Weapon Attack: +15 to hit, reach 10ft., one target. Hit: 31 (4d10 + 9) piercing damage plus 14 (4d6) necrotic damage. The target must succeed on a DC 19 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. If the target is a creature, it is grappled (escape DC 19). Until this grapple ends, the target is restrained, and the nightwave can't bite another target.

Tail. Melee Weapon Attack: +15 to hit, reach 15ft., one creature. Hit: 27 (4d8 + 9) bludgeoning damage plus 14 (4d6) necrotic damage.

Summon Undead (1/day). The nightshade magically summons 2d4 wraiths, or attempts to summon a nightwalker with a 50 percent chance of success. The summoned undead appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon or create other creatures. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action.

Swallow. The nightwave makes one bite attack against a Large or smaller creature it is grappling. If the attack hits, the target takes the bite's damage, the target is swallowed, and the grapple ends. While swallowed the creature is blinded and restrained, it has total cover against attacks and other effects outside the nightwave, and it takes 28 (8d6) acid damage at the start of each of the nightwave's turns.
If the nightwave takes 45 damage or more on a single turn from a creature inside it, the nightwave must succeed on a DC 21 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the nightwave. If the nightwave dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 20 feet of movement, exiting prone.

Blackest Depths (Recharge 6). While underwater the nightwave expels crushing darkness in a 60-foot radius. Each living creature within the area must succeed on a DC 19 Constitution saving throw, on a failed save a creature takes 21 (6d6) cold damage plus 21 (6d6) necrotic damage and is stunned until the nightwave's next turn. On a successful save a creature takes only half damage and isn't stunned. This action dispels any light in its area that was created by a spell.

Teleport. The nightwave magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space in an area of dim light or darkness it can see.

Reactions
Cast. When a creature the nightshade can see starts its turn within 30 feet of the nightshade, the nightshade can use its reaction to cast a spell from the list of spells the nightshade can cast at will.

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Nightcrawler
Gargantuan undead (nightshade), chaotic evil
Armor Class 19 (natural armor)
Hit Points 297 (18d20 + 108)
Speed 50 ft., burrow 30 ft.
STR 22(+6) DEX 9 (-1) CON 22 (+6) INT 20 (+5) WIS 17 (+3) CHA 19 (+4)
Saving Throws Con +12, Cha +10
Skills Perception +9, Stealth +11
Damage Vulnerabilities radiant
Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered
Damage Immunities cold, necrotic, poison
Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned
Senses blindsight 60 ft., darkvision 120 ft., tremorsense 60 ft., passive Perception 19
Languages Abyssal, Common, Infernal, telepathy 120ft.
Challenge 18

Tunneler. The nightcrawler can burrow through solid rock at half its burrow speed and leaves a 10·foot·diameter tunnel in its wake.

Desecrating Aura. While in dim light or darkness all undead within 20 feet, including the nightshade, have advantage on attack rolls and on saving throws.

Sunlight Vulnerability. While in bright light created by sunlight, the nightshade has disadvantage on attack rolls, ability checks, and saving throws.

Innate Spellcasting. The nightcrawlers innate spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). It can innately cast the following spells, requiring no material components:
At will: darkness, detect magic, dispel magic, invisibility (self only)
3/day each: blight, cone of cold, confusion, contagion, hold monster
1/day each: create undead (as an 8th level spell), finger of death, plane shift (self only)

Actions
Multiattack. The worm makes two attacks: one with its bite and one with its stinger. It can use its Swallow instead of its bite.

Bite. Melee Weapon Attack: +12 to hit, reach 10ft., one target. Hit: 24 (4d8 + 6) piercing damage plus 14 (4d6) necrotic damage. The target must succeed on a DC 18 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. If the target is a creature, it is grappled (escape DC 18). Until this grapple ends, the target is restrained, and the nightcrawler can't bite another target.

Tail Stinger. Melee Weapon Attack: +12 to hit, reach 10ft., one creature. Hit: 16 (3d6 + 6) piercing damage, and the target must make a DC 18 Constitution saving throw, taking 42 (12d6) poison damage on a failed save, or half as much damage on a successful one.

Summon Undead (1/day). The nightshade magically summons d4+1 wraiths, or attempts to summon a nightwing with a 50 percent chance of success. The summoned undead appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon or create other creatures. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action.

Swallow. The nightcrawler makes one bite attack against a Large or smaller creature it is grappling. If the attack hits, the target takes the bite's damage, the target is swallowed, and the grapple ends. While swallowed the creature is blinded and restrained, it has total cover against attacks and other effects outside the nightcrawler, and it takes 21 (6d6) acid damage at the start of each of the nightcrawler's turns.
If the nightcrawler takes 40 damage or more on a single turn from a creature inside it, the nightcrawler must succeed on a DC 21 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the nightcrawler. If the nightcrawler dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 20 feet of movement, exiting prone.

Reactions
Cast. When a creature the nightshade can see starts its turn within 30 feet of the nightshade, the nightshade can use its reaction to cast a spell from the list of spells the nightshade can cast at will.

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Nightwalker
Huge undead (nightshade), chaotic evil
Armor Class 18 (natural armor)
Hit Points 225 (18d12 + 108)
Speed 40ft., fly 20 ft.
STR 21 (+5) DEX 14 (+2) CON 23 (+6) INT 20 (+5) WIS 21 (+5) CHA 20 (+5)
Saving Throws Str +10, Wis +10
Skills Perception + 10, Stealth + 12
Damage Vulnerabilities radiant
Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered
Damage Immunities cold, necrotic, poison
Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned
Senses blindsight 60 ft., darkvision 120 ft., passive Perception 20
Languages Abyssal, Common, Infernal, telepathy 120ft.
Challenge 16

Siege Monster. The nightwalker deals double damage to objects and structures.

Desecrating Aura. While in dim light or darkness all undead within 20 feet, including the nightshade, have advantage on attack rolls and on saving throws.

Sunlight Vulnerability. While in bright light created by sunlight, the nightshade has disadvantage on attack rolls, ability checks, and saving throws.

Innate Spellcasting. The nightwalkers innate spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). It can innately cast the following spells, requiring no material components:
At will: darkness, detect magic, dispel magic
3/day each: blight, confusion, contagion, haste (self only) hold monster, invisibility (self only)
1/day each: cone if cold, create undead (as a 7th level spell), finger of death, plane shift (self only)

Actions
Multiattack. The nightwalker can use its Evil Gaze. It then makes two attacks with its claws. The nightwalker can use its Crush instead of one of its claw attacks if it's available.

Claw. Melee Weapon Attack: +10 to hit, reach 10ft., one target. Hit: 26 (6d6 + 5) slashing damage plus 14 (4d6) necrotic damage.

Evil Gaze. The nightwalker fixes its gaze on one creature it can see within 30 feet of it. The target must succeed on a DC 18 Wisdom saving throw against this magic or become frightened until the end of the nightwalkers next turn. If a target's saving throw is successful the target is immune to the nightwalker's gaze for the next 24 hours.

Crush (Recharge 5-6). The nightwalker can destroy a single non-artifact object it can see of large size or smaller within 10 feet. If the object is held or worn by a creature that creature must succeed on a DC 18 Dexterity saving throw or lose the object, which is then destroyed. An unattended object is simply destroyed.

Summon Undead (1/day). The nightshade magically summons 2d4 shadows and d6 shadow mastiffs, or attempts to summon 3d4 wraiths with a 50 percent chance of success. The summoned undead appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon or create other creatures. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action.

Reactions
Cast. When a creature the nightshade can see starts its turn within 30 feet of the nightshade, the nightshade can use its reaction to cast a spell from the list of spells the nightshade can cast at will.

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Nightwing
Huge undead (nightshade), chaotic evil
Armor Class 18 (natural armor)
Hit Points 200 (16d12 + 96)
Speed 30 ft., fly 60 ft.
STR 17 (+3) DEX 16 (+3) CON 23 (+6) INT 18 (+4) WIS 18 (+4) CHA 20 (+5)
Saving Throws Str +8, Int +9
Skills Perception +9, Stealth +13
Damage Vulnerabilities radiant
Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered
Damage Immunities cold, necrotic, poison
Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned
Senses blindsight 60 ft., darkvision 120 ft., passive Perception 19
Languages Abyssal, Common, Infernal, telepathy 120ft.
Challenge 14

Desecrating Aura. While in dim light or darkness all undead within 20 feet, including the nightshade, have advantage on attack rolls and on saving throws.

Sunlight Vulnerability. While in bright light created by sunlight, the nightshade has disadvantage on attack rolls, ability checks, and saving throws.

Innate Spellcasting. The nightshades innate spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). It can innately cast the following spells, requiring no material components:
At will: darkness, detect magic,
3/day each: blight, confusion, contagion, dispel magic, hold monster, invisibility (self only)
1/day each: cone of cold, create undead, finger of death, plane shift (self only)

Actions
Multiattack. The nightwing makes three attacks: one with its bite, two with its claws.

Bite. Melee Weapon Attack: +8 to hit, reach 5ft., one target. Hit: 16 (3d8 + 3) piercing damage plus 14 (4d6) necrotic damage and the target must succeed on a DC 18 Wisdom saving throw or have a random spell affecting them end. The nightwing gains a number of temporary hit points equal to twice the spell level of the spell ended.

Claw. Melee Weapon Attack: +8 to hit, reach 5ft., one target. Hit: 8 (2d4 + 3) piercing damage plus 14 (4d6) necrotic damage

Summon Undead (1/day). The nightshade magically summons d4 shadows and d4 shadow mastiffs, or attempts to summon d6 wraiths with a 50 percent chance of success. The summoned undead appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon or create other creatures. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action.

Reactions
Cast. When a creature the nightshade can see starts its turn within 30 feet of the nightshade, the nightshade can use its reaction to cast a spell from the list of spells the nightshade can cast at will.

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Nighthaunt
Medium undead (nightshade), chaotic evil
Armor Class 17 (natural armor)
Hit Points 147 (14d8 + 84)
Speed 30 ft., fly 60 ft.
STR 18 (+4) DEX 21 (+5) CON 22 (+6) INT 16 (+3) WIS 18 (+4) CHA 21 (+5)
Saving Throws Dex +9, Int +7
Skills Perception +8, Stealth +13
Damage Vulnerabilities radiant
Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered
Damage Immunities cold, necrotic, poison
Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned
Senses blindsight 60 ft., darkvision 120 ft., passive Perception 18
Languages Abyssal, Common, Infernal, telepathy 120ft.
Challenge 12

Desecrating Aura. While in dim light or darkness all undead within 20 feet, including the nightshade, have advantage on attack rolls and on saving throws.

Sunlight Vulnerability. While in bright light created by sunlight, the nightshade has disadvantage on attack rolls, ability checks, and saving throws.

Innate Spellcasting. The nighthaunts innate spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). It can innately cast the following spells, requiring no material components:
At will: darkness, detect magic
3/day each: blight, confusion, contagion, dispel magic, haste (self only), invisibility (self only)
1/day each: cone of cold, create undead, finger of death, hold monster, plane shift (self only)

Actions
Multiattack. The nighthaunt makes four attacks: two with its claws, one bite, one with its tail.

Claw. Melee Weapon Attack:+8 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage plus 7 (2d6) necrotic damage.

Bite. Melee Weapon Attack:+8 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage plus 7 (2d6) necrotic damage.

Tail. Melee Weapon Attack:+8 to hit, reach 10 ft., one target. Hit: 9 (2d4 + 4) slashing damage plus 7 (2d6) necrotic damage.

Summon Undead (1/day). The nightshade magically summons d6 shadows, or attempts to summon d4 wraiths with a 50 percent chance of success. The summoned undead appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon or create other creatures. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action.

Reactions
Cast. When a creature the nightshade can see starts its turn within 30 feet of the nightshade, the nightshade can use its reaction to cast a spell from the list of spells the nightshade can cast at will.

[Sblock=First Draft] Nightwave
Gargantuan undead, chaotic evil
Armor Class 18 (natural armor)
Hit Points 279 (18d20 + 90)
Speed 10 ft., fly 60 ft., swim 60 ft.
STR 27 (+8) DEX 16 (+3) CON 20 (+5) INT 22 (+6) WIS 19 (+4) CHA 21 (+5)
Saving Throws Int +11, Cha +11
Skills Perception +10, Stealth +15
Damage Vulnerabilities radiant
Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered
Damage Immunities cold, necrotic, poison
Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned
Senses blindsight 60 ft., darkvision 120 ft., passive Perception 21
Languages Abyssal, Common, Infernal, telepathy 120ft.
Challenge 20

Desecrating Aura. While in dim light or darkness, all undead within 20 feet, including the nightshade, have advantage on attack rolls and saving throws.
Light Aversion. While in bright light, the nightshade has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. While in sunlight, the nightshade has disadvantage on attack rolls, ability checks, and saving throws.
Innate Spellcasting. The nightwaves innate spellcasting ability is Charisma (spell save DC 19, +11 to hit with spell attacks). It can innately cast the following spells, requiring no material components:
At will: darkness, detect magic, dispel magic, invisibility (self only)
3/day each: blight, cone of cold, confusion, contagion, hold monster
1/day each: create undead (as a 9th level spell), finger of death, plane shift (self only), weird

Multiattack. The nightwave makes two attacks: one with its bite and one with its tail.
Bite. Melee Weapon Attack: +14 to hit, reach 10ft., one target. Hit: 35 (5d10 + 8) piercing damage plus 14 (4d6) necrotic damage. If the target is a Large or smaller creature, it must succeed on a DC 19 Dexterity saving throw or be swallowed by the nightwave. A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the nightwave, and it takes 28 (8d6) acid damage at the start of each of the nightwave's turns.
If the nightwave takes 45 damage or more on a single turn from a creature inside it, the nightwave must succeed on a DC 21 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the nightwave. If the nightwave dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 20 feet of movement, exiting prone.
Tail. Melee Weapon Attack: +14 to hit, reach 15ft., one creature. Hit: 26 (4d8 + 8) bludgeoning damage plus 14 (4d6) necrotic damage.
Summon Undead (1/day). The nightshade magically summons 2d4 wraiths, or attempts to summon a nightwalker with a 50 percent chance of success. The summoned undead appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon or create other creatures. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action.
Blackest Depths (Recharge 6). While underwater the nightwave expels crushing darkness in a 60-foot radius. Each living creature within the area must succeed on a DC 19 Constitution saving throw, on a failed save a creature takes 10 (3d6) cold damage plus 10 (3d6) necrotic damage and is stunned until the nightwave's next turn. On a successful save a creature takes only half damage and isn't stunned. This action dispels any light in its area that was created by a spell.

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Nightcrawler
Gargantuan undead (nightshade), chaotic evil
Armor Class 17 (natural armor)
Hit Points 218 (15d20 + 60)
Speed 50 ft., burrow 30 ft.
STR 22(+6) DEX 9 (-1) CON 19 (+4) INT 20 (+5) WIS 17 (+3) CHA 19 (+4)
Saving Throws Con +10, Cha +10
Skills Perception +9, Stealth +11
Damage Vulnerabilities radiant
Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered
Damage Immunities cold, necrotic, poison
Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned
Senses blindsight 60 ft., darkvision 120 ft., tremorsense 60 ft., passive Perception 19
Languages Abyssal, Common, Infernal, telepathy 120ft.
Challenge 18

Tunneler. The nightcrawler can burrow through solid rock at half its burrow speed and leaves a 10·foot·diameter tunnel in its wake.
Desecrating Aura. While in dim light or darkness, all undead within 20 feet, including the nightshade, have advantage on attack rolls and saving throws.
Light Aversion. While in bright light, the nightshade has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. While in sunlight, the nightshade has disadvantage on attack rolls, ability checks, and saving throws.
Summon Undead (1/day). The nightshade magically summons d4+1 wraiths, or attempts to summon a nightwing with a 50 percent chance of success. The summoned undead appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon or create other creatures. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action.
Innate Spellcasting. The nightcrawlers innate spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). It can innately cast the following spells, requiring no material components:
At will: darkness, detect magic, dispel magic, invisibility (self only)
3/day each: blight, cone of cold, confusion, contagion, hold monster
1/day each: create undead (as an 8th level spell), finger of death, plane shift (self only)

Multiattack. The worm makes two attacks: one with its bite and one with its stinger.
Bite. Melee Weapon Attack: +12 to hit, reach 10ft., one target. Hit: 19 (3d8 + 6) piercing damage plus 14 (4d6) necrotic damage. If the target is a Large or smaller creature, it must succeed on a DC 18 Dexterity saving throw or be swallowed by the worm. A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the nughtcrawler, and it takes 21 (6d6) necrotic damage at the start ofeach of the nightcrawler's turns.
If the nightcrawler takes 40 damage or more on a single turn from a creature inside it, the nightcrawler must succeed on a DC 21 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the nightcrawler. If the nightcrawler dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 20 feet of movement, exiting prone.
Tail Stinger. Melee Weapon Attack: +12 to hit, reach 10ft., one creature. Hit: 16 (3d6 + 6) piercing damage, and the target must make a DC 19 Constitution saving throw, taking 42 (12d6) poison damage on a failed save, or half as much damage on a successful one.
A humanoid slain by this attack rises 24 hours later as a wight under the nightcrawler's control, unless the humanoid is restored to life or its body is destroyed. The nightcrawler can have no more than twelve wights under its control at one time.
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Nightwalker
Huge undead (nightshade), chaotic evil
Armor Class 17 (natural armor)
Hit Points 184 (16d12 + 80)
Speed 40ft., fly 20 ft.
STR 21 (+5) DEX 14 (+2) CON 20 (+5) INT 20 (+5) WIS 21 (+5) CHA 19 (+4)
Saving Throws Str +10, Wis +10
Skills Perception + 10, Stealth + 12
Damage Vulnerabilities radiant
Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered
Damage Immunities cold, necrotic, poison
Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned
Senses blindsight 60 ft., darkvision 120 ft., passive Perception 20
Languages Abyssal, Common, Infernal, telepathy 120ft.
Challenge 16
Siege Monster. The nightwalker deals double damage to objects and structures.
Desecrating Aura. While in dim light or darkness, all undead within 20 feet, including the nightshade, have advantage on attack rolls and saving throws.
Light Aversion. While in bright light, the nightshade has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. While in sunlight, the nightshade has disadvantage on attack rolls, ability checks, and saving throws.
Summon Undead (1/day). The nightshade magically summons 2d4 shadows and d6 shadow mastiffs, or attempts to summon 3d4 wraiths with a 50 percent chance of success. The summoned undead appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon or create other creatures. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action.
Innate Spellcasting. The nightwalkers innate spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). It can innately cast the following spells, requiring no material components:
At will: darkness, detect magic, dispel magic
3/day each: blight, confusion, contagion, haste (self only) hold monster, invisibility (self only)
1/day each: cone if cold, create undead (as a 7th level spell), finger of death, plane shift (self only)

Multiattack. The nightwalker makes two attacks with its claws.

Claw. Melee Weapon Attack: +10 to hit, reach 10ft., one target. Hit: 19 (4d6 + 5) slashing damage plus 14 (4d6) necrotic damage.
Frightening Gaze. The nightwalker fixes its gaze on one creature it can see within 30 feet of it. The target must succeed on a DC 17 Wisdom saving throw against this magic or become frightened until the end of the nightwalkers next turn. If a target's saving throw is successful the target is immune to the nightwalker's gaze for the next 24 hours.
Crush (Recharge 5-6). The nightwalker can destroy a single non-artifact object it can see of large size or smaller within 10 feet. If the object is held or worn by a creature that creature must succeed on a DC 17 Dexterity saving throw or lose the object, which is then destroyed. An unattended object is simply destroyed.

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Nightwing
Huge undead (nightshade), chaotic evil
Armor Class 16 (natural armor)
Hit Points 147 (14d12 + 56)
Speed 30 ft., fly 60 ft.
STR 17 (+3) DEX 16 (+3) CON 18 (+4) INT 18 (+4) WIS 18 (+4) CHA 18 (+4)
Saving Throws Str +8, Int +8
Skills Perception +9, Stealth +13
Damage Vulnerabilities radiant
Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered
Damage Immunities cold, necrotic, poison
Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned
Senses blindsight 60 ft., darkvision 120 ft., passive Perception 19
Languages Abyssal, Common, Infernal, telepathy 120ft.
Challenge 14

Desecrating Aura. While in dim light or darkness, all undead within 20 feet, including the nightshade, have advantage on attack rolls and saving throws.
Light Aversion. While in bright light, the nightshade has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. While in sunlight, the nightshade has disadvantage on attack rolls, ability checks, and saving throws.
Summon Undead (1/day). The nightshade magically summons d4 shadows and d4 shadow mastiffs, or attempts to summon d6 wraiths with a 50 percent chance of success. The summoned undead appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon or create other creatures. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action.
Innate Spellcasting. The nightshades innate spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). It can innately cast the following spells, requiring no material components:
At will: darkness, detect magic,
3/day each: blight, confusion, contagion, dispel magic, hold monster, invisibility (self only)
1/day each: cone of cold, create undead, finger of death, plane shift (self only)

Bite. Melee Weapon Attack: +8 to hit, reach 5ft., one target. Hit: 17 (4d6 + 3) piercing damage plus 14 (4d6) necrotic damage and the target must succeed on a DC 17 Wisdom saving throw or have a random spell affecting them end. The nightwing gains a number of temporary hit points equal to twice the spell level of the spell ended.

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Nighthaunt
Medium undead (nightshade), chaotic evil
Armor Class 16 (natural armor)
Hit Points 105 (14d8 + 42)
Speed 30 ft., fly 60 ft.
STR 18 (+4) DEX 21 (+5) CON 16 (+3) INT 16 (+3) WIS 18 (+4) CHA 18 (+4)
Saving Throws Dex +9, Int +7
Skills Perception +8, Stealth +13
Damage Vulnerabilities radiant
Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered
Damage Immunities cold, necrotic, poison
Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned
Senses blindsight 60 ft., darkvision 120 ft., passive Perception 18
Languages Abyssal, Common, Infernal, telepathy 120ft.
Challenge 12

Desecrating Aura. While in dim light or darkness, all undead within 20 feet, including the nightshade, have advantage on attack rolls and saving throws.
Light Aversion. While in bright light, the nightshade has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. While in sunlight, the nightshade has disadvantage on attack rolls, ability checks, and saving throws.
Summon Undead (1/day). The nightshade magically summons d6 shadows, or attempts to summon d4 wraiths with a 50 percent chance of success. The summoned undead appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon or create other creatures. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action.
Innate Spellcasting. The nighthaunts innate spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). It can innately cast the following spells, requiring no material components:
At will: darkness, detect magic
3/day each: blight, confusion, contagion, dispel magic, haste (self only), invisibility (self only)
1/day each: cone of cold, create undead, finger of death, hold monster, plane shift (self only)

Multiattack. The nighthaunt makes four attacks: two with its claws, one bite, one with its tail.
Claw. Melee Weapon Attack:+8 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage plus 7 (2d6) necrotic damage.
Bite. Melee Weapon Attack:+8 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage plus 7 (2d6) necrotic damage.
Tail. Melee Weapon Attack:+8 to hit, reach 10 ft., one target. Hit: 9 (2d4 + 4) slashing damage plus 7 (2d6) necrotic damage.[/sblock]
 
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Nice. But they look really weak for their CR. The Nightwave (don't remember that?) (oh, and it says worm for the nightwave) in particular won't last a round against a lvl 20 party.
 

Oxylepy

First Post
Alright, but where do they need beefing up? I must be overvaluing constant advantage on saves and attacks in dim light and darkness, as well as multiple immunities and resistances.

As it stands I dropped AC and HP heavily to mitigate those, as well as reduced potential damage output as all attacks should have a decent likelihood of hitting. Most of this is based on other creatures in the MM as well as the DMG's suggestions.

Also, thanks because this is what I was looking for. Honestly I figured they may still be ridiculous because of their advantages
 

Hmmm....
The things they are immune to/resistant to are of no concern to high level parties. The dim light thing is easily overcome.
They will be hit and locked down, and have no way to match the action economy of high level parties. It's easy to be resistant to their necrotic and poison damage.
And yes they will hit often, but that is already built in in the DMG guidelines. Thing is, they won't last 3 rounds....
Keep their spells. Give the high CR of them some legendary actions. Give them a "shadow step" or something that can let get away from a surrounding party and counterattack.
 

Oxylepy

First Post
I actually had no intention on giving legendary actions to these nightshades, but am working on others for my own use which will have them.

Now, initially they had a lot of negative level abilities which aren't really a thing anymore and the void there is problematic, so I filled in with some necrotic damage.

As for the action economy, part of the issue is them not having very much from older editions, and there really isn't much precidence for any legendary actions for them.

Shadow Step seems like a good idea, and is thematic as they are supposed to be intelligent and tended to buff, go invisible, and attack particular enemies (at least for the Nightwalker which had its turn layout specified).

I think I'll bump the HP, AC and damage/turn to where they should be (or maybe more for the AC as 5e oddly said everything should cap at 19 and never bothered following its own advice). And I could probably give them all some form of Channel as pathfinder introduced that.

I'm also considering making creating undead an innate trait for all of them so they have permanent control over undead they create, and creatures they kill become undead.

Oh, as for the nightwave: Pathfinder had it as one of the nightshades and I always loved it, although they didn't have the nighthaunt. I said that it was a first draft XD, you can see parts where I copied and pasted
 

Harzel

Adventurer
I never played an edition in which these appeared. I like them. I'm very tempted to invent a tuned down variant for my 5th level PCs to encounter.

A few ideas that occurred to me for buffing your versions up if desired:
  • I notice that some of the 3.5e versions had a Quickened Spell ability allowing them to cast a spell as a free action. You could allow some of yours to cast certain spells as a bonus action.
  • Add Shield (possibly reflavored) 3x/day to their innate spellcasting.
  • Dark Vengence: Give them a necrotic damage shield.
  • Expand the Aura and add necrotic damage for creatures that begin their turn inside it (undead and constructs immune)
  • Give them some 'lifetap' type abilities, e.g.
    • Some/all of the nightshade's attacks heal the nightshade for 1/2 the damage inflicted.
    • The nightshade heals for 1/2 damage inflicted by the improved aura above.
    • Siphon of Shadows: If a magical attack that would cause damage misses the nightshade (attack roll) or the nightshade makes its saving throw against a spell that would cause damage, then not only does the nightshade not take damage, it heals for 1/x the damage that would have been inflicted (x >= 2, as you see fit). This should utterly terrify casters.

Have fun!
 

Zardnaar

Legend
I never played an edition in which these appeared. I like them. I'm very tempted to invent a tuned down variant for my 5th level PCs to encounter.

A few ideas that occurred to me for buffing your versions up if desired:
  • I notice that some of the 3.5e versions had a Quickened Spell ability allowing them to cast a spell as a free action. You could allow some of yours to cast certain spells as a bonus action.
  • Add Shield (possibly reflavored) 3x/day to their innate spellcasting.
  • Dark Vengence: Give them a necrotic damage shield.
  • Expand the Aura and add necrotic damage for creatures that begin their turn inside it (undead and constructs immune)
  • Give them some 'lifetap' type abilities, e.g.
    • Some/all of the nightshade's attacks heal the nightshade for 1/2 the damage inflicted.
    • The nightshade heals for 1/2 damage inflicted by the improved aura above.
    • Siphon of Shadows: If a magical attack that would cause damage misses the nightshade (attack roll) or the nightshade makes its saving throw against a spell that would cause damage, then not only does the nightshade not take damage, it heals for 1/x the damage that would have been inflicted (x >= 2, as you see fit). This should utterly terrify casters.

Have fun!

They were originally high level opponents in BECMI perhaps the Companions book.

I think the made an appearence in a 3E splat not sure about 4E.

The basic line went extinct in 96 it was the longest in print D&D and either the biggest selling or second biggest selling D&D of all time. Alot of OSR clones are based off it.

Its semi forgotten about as its not part of the 1st ed-5E lineage. I rate it in the top 3 versions of D&D of all time.
 

Oxylepy

First Post
Alright, I had wanted to do some work on them tomorrow but it looks like I'll be working my second job tomorrow and won't be able to update anything yet.

As it stands I am considering a mass cure undead 1/short rest, and dropping the dim light/darkness requirement of Desecration Aura, instead having it not function in sunlight, then I'm going to adjust hp and ac. Also considering some of these ideas and a jaunt ability
 


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