Immense almost beyond belief, this sleek, midnight-black shark rises from the sea like an unholy island heaved up from below.
Nightwave CR 20
CE Colossal undead (aquatic, extraplanar, nightshade)
Init +7; Senses darksense, darkvision 120 ft., detect magic, low-light vision; Perception +37
Aura blackest depths (60 ft.), desecrating aura (30 ft.)
Speed fly 60 ft. (good), swim 60 ft.
Melee* bite +35 (5d10+22/19–20 plus 4d6 cold, energy drain, and grab), tail slap +30 (4d8+12/19–20 plus 4d6 cold)
Space 30 ft.; Reach 30 ft.
Special Attacks channel energy (10d6, DC 33, 10/day), energy drain (2 levels, DC 31), swallow whole (5d10+28 bludgeoning plus energy drain, AC 25, 39 hp)
Spell-Like Abilities (CL 20th; concentration +27)
Constant—detect magic, magic fang, see invisibility
At will—confusion (DC 21), contagion (DC 21), deeper darkness, greater dispel magic, invisibility, unholy blight (DC 21)
3/day—quickened cone of cold (DC 22), finger of death (DC 24), haste, hold monster (DC 22)
1/day—mass hold monster (DC 26), plane shift (DC 24), summon (level 9, 1 nightwing), wail of the banshee (DC 26)
Str 49, Dex 16, Con —, Int 22, Wis 21, Cha 25
Base Atk +21; CMB* +48 (+52 grapple); CMD 61 (can’t be tripped)
Feats Combat Reflexes, Command Undead, Critical Focus, Greater Vital Strike, Improved Bull Rush, Improved Critical (bite, tail slap), Improved Initiative, Improved Vital Strike, Iron Will, Lightning Reflexes, Power Attack, Quicken Spell-Like Ability (cone of cold), Staggering Critical, Vital Strike
Skills Fly +31, Intimidate +39, Knowledge (arcana) +38, Knowledge (planes) +35, Knowledge (religion) +38, Perception +37, Sense Motive +37, Spellcraft +38, Stealth +19 (+27 in darkness), Swim +59; Racial Modifiers +8 Stealth in dim light and darkness.
Languages Abyssal, Common, Infernal; telepathy 100 ft.
The waters in which a nightwave swims become as chill, dark, and heavy as those in the ocean’s deepest reaches. All waters within 60 feet are completely dark (as deeper darkness), and creatures within this radius take 6d6 points of damage (half cold, half bludgeoning) at the end of their turn each round if they remain in the area at this time. A DC 31 Fortitude save negates the crushing damage. Incorporeal creatures and creatures with the aquatic or water subtypes native to deep waters do not take this damage, and freedom of movement protects completely against the damage. Any magical light effect within this radius at the beginning of the nightwave’s turn is dispelled (treat as greater dispel magic). This effect does not extend out of the water. The save DC is Charisma-based.
A creature that has been swallowed whole by a nightwave gains 2 negative levels each round.
Environment any (Negative Energy Plane)
The most powerful of the known types of nightshade is the ravenous nightwave, an unholy personification of the remorseless gluttony of death given the form of a shark the size of the largest whales. Although the nightwave is most at home in the ocean’s deeps, it has no need to breathe, and its constant fly spell-like ability allows it to bring ruin above the waves as the need presents itself.
A nightwave is 100 feet long and weighs 200 tons.
Pathfinder Roleplaying Game Bestiary 2, © 2010, Paizo Publishing, LLC; Authors Wolfgang Baur, Jason Bulmahn, Adam Daigle, Graeme Davis, Crystal Frasier, Joshua J. Frost, Tim Hitchcock, Brandon Hodge, James Jacobs, Steve Kenson, Hal MacLean, Martin Mason, Rob McCreary, Erik Mona, Jason Nelson, Patrick Renie, Sean K Reynolds, F. Wesley Schneider, Owen K.C. Stephens, James L. Sutter, Russ Taylor, and Greg A. Vaughan, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.