Nightshade, Nightwing

This enormous, bat-like creature is shaped from utter darkness, its eyes tiny red stars in the blackest night.

Nightwing CR 14

XP 38,400
CE Huge undead (extraplanar, nightshade)
Init +8; Senses darksense, darkvision 60 ft., low-light vision, detect magic; Perception +25; Aura desecrating aura (30 ft.)

DEFENSE

AC 29, touch 12, flat-footed 25 (+4 Dex, +17 natural, –2 size)
hp 195 (17d8+119)
Fort +12, Ref +11, Will +17
DR 15/good and silver; Immune cold, undead traits; SR 25
Weaknesses light aversion

OFFENSE

Speed 30 ft., fly 60 ft. (good)
Melee* bite +23 (4d10+18/19–20 plus 4d6 cold and magic drain)
Space 15 ft.; Reach 15 ft.
Special Attacks channel energy (7d6, DC 28, 8/day)
Spell-Like Abilities (CL 14th; concentration +19)

Constantdetect magic, magic fang
At willcontagion (DC 19), deeper darkness, unholy blight (DC 19)
3/dayconfusion (DC 19), greater dispel magic, haste, hold monster (DC 20), invisibility
1/daycone of cold (DC 20), finger of death (DC 22), plane shift (DC 22), summon (level 6, 2 greater shadows)

STATISTICS

Str 31, Dex 18, Con —, Int 18, Wis 21, Cha 21
Base Atk +12; CMB* +24; CMD 38
Feats Cleave, Combat Reflexes, Command Undead, Great Cleave, Improved Critical (bite), Improved Initiative, Improved Sunder, Power Attack, Snatch
Skills Fly +24, Knowledge (arcana) +24, Knowledge (religion) +24, Perception +25, Sense Motive +25, Spellcraft +24, Stealth +16 (+24 in darkness), Swim +27; Racial Modifiers +8 Stealth in dim light and darkness
Languages Abyssal, Common, Infernal; telepathy 100 ft.

SPECIAL ABILITIES

Magic Drain (Su)

The bite of a nightwing drains magical power and energy. When a nightwing bites a foe, the victim must make a DC 23 Will save or one spell effect currently affecting him immediately ends—determine which spell is drained randomly if the target is under the effects of more than one spell. The nightwing heals damage equal to twice the level of the spell drained—hit points in excess of its maximum are instead gained as temporary hit points that last for 1 hour. If a nightwing attempts to sunder a magic item with its bite, its magic-draining bite renders the item nonmagical for 1d4 rounds (if the item is a permanent magic item), drains 1d8 charges (if the item has charges), or renders it permanently nonmagical (if the item is a one-use item). The item (or its wielder, if the item is attended) can resist this effect with a DC 23 Will save. Damage dealt to an item is applied after the effects of magic drain are applied. The save DC is Charisma-based.

ECOLOGY

Environment any (Negative Energy Plane)
Organization solitary, pair, or flight (3–6)
Treasure standard

The least of the known types of nightshade, the nightwing is nevertheless a deadly foe. Nightwings often serve more powerful nightshades as aerial support. These nightshades are also the most likely to be found serving a non-undead master—nightwings are often used by powerful mortals as guardians or sentinels. Despite this, nightwings still hope to someday slay any master they serve. They enter servitude primarily as a method of aiding a destructive or murderous mortal in their task of mass murder; once this task is over, or if at any point the nightwing believes its master is slacking in its murderous duties, the nightwing is swift to turn on its one-time ally. A nightwing found on the Material Plane not in the employ of a more powerful master is typically encountered in rugged terrain where there are numerous locations that can provide shelter when the sun rises. The monsters prefer caves and abandoned buildings for this purpose.

A nightwing’s body is 20 feet long, but its wingspan is 80 feet. It weighs 4,500 pounds.

Variant: Nightshade, Prismwing (CR 14)

[Source]

This enormous, bat-like creature is shaped from pure color-shifting light, its eyes are points of pure white light in a sea of hues. Prismwings are the result of nightwings getting trapped on the Plane of Radiance. They tend to hide in high places during the night, and are more loyal to masters who provide magical lighting for them than typical nightwings.

Lightsense (Ex)

Prismwing 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 nightwing’s darksense.

Melee bite +23 (4d10+18/19–20 plus prismatic bite); this replaces a nightwing’s normal melee attack.

Darkness Aversion (Ex)

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

This replaces a nightwing’s light aversion weakness.

Prismatic Bite (Su)

The bite of a prismwing infuses its foe with prismatic energy. When a prismwing bites a foe, the victim must make a DC 23 Will save or be affected by all the colors of a prismatic spray (DC for each effect is the same as this save). A successful initial save results in the subject being affected by a 1d8 random roll on the prismatic spray. The save DC is Charisma-based.

This replaces a nightwing’s magic drain special attack.

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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