Nightshade, Nightwalker

This towering, night-black giant has demonic features, including a huge pair of ram-like horns. Its arms end in massive blades.

Nightwalker CR 16

XP 76,800
CE Huge undead (extraplanar, nightshade)
Init +2; Senses darksense, darkvision 60 ft., low-light vision, detect magic; Perception +29
Aura desecrating aura (30 ft.)

DEFENSE

AC 31, touch 10, flat-footed 29 (+2 Dex, +21 natural, –2 size)
hp 241 (21d8+147)
Fort +14, Ref +11, Will +19
DR 15/good and silver; Immune cold, undead traits; SR 27
Weaknesses light aversion

OFFENSE

Speed 40 ft.
Melee 2 claws* +28 (3d6+15/19–20 plus 4d6 cold)
Space 15 ft.; Reach 15 ft.
Special Attacks channel energy (8d6, DC 29, 8/day), fear gaze, swift sundering
Spell-Like Abilities (CL 16th; concentration +21)

Constant—air walk, detect magic, magic fang
At will—contagion (DC 19), deeper darkness, greater dispel magic, unholy blight (DC 19)
3/day—confusion (DC 19), haste, hold monster (DC 20), invisibility, quickened unholy blight (DC 19)
1/day—cone of cold (DC 20), finger of death (DC 22), plane shift (DC 22), summon (level 7, 4 greater shadows)

STATISTICS

Str 35, Dex 14, Con —, Int 20, Wis 21, Cha 21
Base Atk +15; CMB* +29; CMD 41
Feats Combat Expertise, Command Undead, Greater Sunder, Greater Vital Strike, Improved Critical (claws), Improved Disarm, Improved Sunder, Improved Vital Strike, Power Attack, Quicken Spell-Like Ability (unholy blight), Vital Strike
Skills Intimidate +29, Knowledge (arcana) +29, Knowledge (planes) +26, Knowledge (religion) +29, Perception +29, Sense Motive +29, Spellcraft +29, Stealth +18 (+26 in darkness), Swim +33; Racial Modifiers +8 Stealth in dim light and darkness
Languages Abyssal, Common, Infernal; telepathy 100 ft.

SPECIAL ABILITIES

Fear Gaze (Su)

Cower in fear for 1 round, 30 feet, Will DC 25 negates. This is a mind-affecting fear effect. The save DC is Charisma-based.

Swift Sundering (Su)

A nightwalker can make a sunder attempt as a swift action with one of its claws.

ECOLOGY

Environment any (Negative Energy Plane)
Organization solitary, pair, or gang (3–4)
Treasure standard

The most commonly encountered nightshade is the giant-like nightwalker. This powerful foe leads armies of undead against the living, but unlike most mortal generals the nightwalker is not content to stand back and observe the battles from safety. The undead creature is ever eager to put its tactics and plans to the test itself, and takes part in battles in every possible occurrence save for those that the creature has determined are self-destructive. This is not to say that the nightwalker never sacrifices its troops to gain a tactical advantage—just that these attacks are the only ones the monster feels no urge to participate in directly.

Nightwalkers enjoy inflicting despair before death, particularly by destroying valued objects or murdering loved ones before delivering the final blow to a foe.

A nightwalker is 20 feet tall and weighs 5,000 pounds.

Variant: Nightshade, Nightwalker, Prismwalker (CR 15)

[Source]

This towering, giant-like creature is shaped from pure color-shifting light; its eyes are points of pure white light in a sea of hues, and its arms end in massive blades. Prismwalkers are the result of nightwalkers being trapped on the Plane of Radiance.

They tend to hide in high places during the night. They tend to be lone assassins, saboteurs, and spies, rather than serving as generals.

Lightsense (Ex)

Prismwalkers gain true seeing in dim light and bright light. Regardless of light conditions, they can detect living creatures and their health within 60 ft., as blindsense with deathwatch continuously active. Mind blank and nondetection prevent the latter effect but not the prismcrawler’s true seeing.

This replaces a nightwalker’s dark sense.

Darkness Aversion (Ex)

A nightshade in darkness becomes sickened—the penalties from this condition are doubled when the prismwalker is in natural darkness.

This replaces a nightwalker’s light aversion weakness.

Blinding Gaze (Su)

A prismwalker’s eyes emit bright light to a range of 30 ft. Any creature within the area must make a DC 25 Fortitude save or gain the blinded condition (permanently). Creatures with light blindness or light sensitivity take the normal penalties within 30 ft. of a prismwalker that is using its blinding gaze. A prismwalker can activate or suppress this ability as a free action. This save DC is Charisma-based.

This replaces a nightwalker’s fear gaze.

Spell-Like Abilities (CL 14th; concentration +19)

Environment any non-underground (Radiant Energy Planes).

Section 15: Copyright Notice

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.

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