This umbral mass unfolds a tangle of spidery legs and horrible mandibles, rising up to a monstrous height to bring its cluster of glowing red eyes to bear.
Nightskitter CR 12
Speed 30 ft., climb 30 ft.
Melee bite +21 (4d8+16/19–20 plus 4d6 cold and poison)
Space 15 ft.; Reach 15 ft.
Special Attacks channel negative energy 9/day (DC 26, 6d6), umbral web
Spell-Like Abilities (CL 12th; concentration +16)
Constant—detect magic, magic fang
At will—deeper darkness, unholy blight (DC 18)
3/day—contagion (DC 18), greater dispel magic, invisibility
1/day—air walk, cone of cold (DC 19), haste, hold monster (DC 19), plane shift (DC 21), summon (level 5, 1 greater shadow)
Str 28, Dex 21, Con —, Int 16, Wis 19, Cha 19
Base Atk +11; CMB +22; CMD 38 (50 vs. trip)
Feats Combat Reflexes, Command Undead, Dodge, Improved Critical (bite), Lightning Reflexes, Mobility, Power Attack, Spring Attack
Skills Acrobatics +20, Climb +35, Knowledge (arcana) +21, Knowledge (religion) +21, Perception +22, Spellcraft +21 (+29 in dim light and darkness), Stealth +15; Racial Modifiers +8 Spellcraft in dim light and darkness
Languages Abyssal, Common, Infernal; telepathy 100 ft.
All nightshades radiate a 30-foot desecrate aura (as per the spell), can channel energy, possess true seeing and deathwatch in areas of dim light or darkness, and are effectively sickened in areas of bright light (double penalty in sunlight).
A nightskitter can weave semisolid webs out of shadowstuff. These webs are not strong enough to bear any but the lightest weight. A nightskitter can use these umbral webs in two different ways, as detailed below.
Attacking: Up to eight times per day, a nightskitter can hurl a mass of umbral webs at a target. This is similar to an attack with a net but has a maximum range of 100 feet, with a range increment of 10 feet, and is effective against targets up to one size category larger than the nightskitter. An entangled creature gains 1d4 temporary negative levels while entangled, and can attempt to escape with a successful DC 28 Escape Artist check, or may try to burst the web with a DC 28 Strength check. The negative levels granted by an umbral web vanish as soon as the entangled character escapes from the web. Multiple umbral webs can entangle a single foe—the DCs to escape do not increase, but the temporary negative levels they cause stack. A creature that gains a total number of negative levels equal to its Hit Dice is immediately slain.
Warding: By encasing all surfaces of an enclosed area, such as a cavern or a room, with thick layers of umbral webs, a nightskitter can infuse that area with necromantic energy. A chamber warded by umbral webs is treated as if under the effects of an unhallow spell with a deeper darkness spell fixed to the effect. A single nightskitter can maintain one such infused area at a time, to a maximum size of one 20-foot cube per Hit Die possessed by the nightskitter. Maintaining an umbral web ward does not limit its use of these webs to attack.
Environment any (Negative Energy Plane)
Organization solitary, pair, or nest (3–8)
Pathfinder Campaign Setting: Undead Revisited. © 2011, Paizo Publishing, LLC. Authors: Eric Cagle, Brian Cortijo, Brandon Hodge, Steve Kenson, Hal Maclean, Colin McComb, Jason Nelson, Todd Stewart, and Russ Taylor.