Nightshade, Nightwave

Immense almost beyond belief, this sleek, midnight-black shark rises from the sea like an unholy island heaved up from below.

Nightwave CR 20

XP 307,200
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.)

DEFENSE

AC 36, touch 5, flat-footed 33 (+3 Dex, +31 natural, –8 size)
hp 391 (29d8+261)
Fort +18, Ref +16, Will +25
DR 15/good and silver; Immune cold, undead traits; SR 29
Weaknesses light aversion

OFFENSE

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)

Constantdetect magic, magic fang, see invisibility
At willconfusion (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/daymass hold monster (DC 26), plane shift (DC 24), summon (level 9, 1 nightwing), wail of the banshee (DC 26)

STATISTICS

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.

SPECIAL ABILITIES

Blackest Depths (Su)

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.

Energy Drain (Su)

A creature that has been swallowed whole by a nightwave gains 2 negative levels each round.

Variant: Nightshade, Nightwave, Prismwave (CR 20)

[Source]

Immense almost beyond belief, this jagged, scintillating prismatic shark rises from the bright waters like an terrifying island brought up by the sun. Prismwaves are the result of nightwaves being trapped on the Plane of Radiance. They tend to hide high in the sky during the night. They function as the terrors of the warm shallow seas of the tropics, though they can be encountered anywhere.

Lightsense (Ex)

Prismcrawlers 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 nightcrawler’s dark sense.

Melee bite +35 (5d10+22/19–20 plus 4d6 fire, energy drain, and grab), tail slap +30 (4d8+12/19–20 plus 4d6 fire)

Darkness Aversion (Ex)

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

This replaces a nightwave’s light aversion weakness.

Glittering Surface (Su)

A prismwave’s body emits a scintillating aura of light in a 60ft. radius. Any creature that ends its turn in that radius is affected by the prismatic spray (DC 31). Any magical darkness effect within this radius at the beginning of the prismwave’s turn is dispelled (treat as greater dispel magic). This effect does not extend out of the water. A prismwave can activate or suppress this ability as a swift action. This save DC is Charisma-based.

This replaces a nightwave’s fear gaze.

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

Environment any non-underground (Radiant Energy Planes)

ECOLOGY

Environment any (Negative Energy Plane)
Organization solitary
Treasure standard

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.

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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