Nightcrawler (CR 18)
Gargantuan Undead (Extraplanar)
Alignment: Always chaotic evil
Initiative: +4 (Improved Initiative); Senses: darkvision 60 ft., tremorsense 60 ft., Listen +33, and Spot +33
Languages: telepathy 100 ft.
AC: 35 (-4 size, +29 natural), touch 6, flat-footed 35
Hit Dice: 25d12+50 (212 hp); DR: 15/silver and magic
Fort +12, Ref +10, Will +23
Speed: 30 ft., burrow 60 ft.
Space: 20 ft./15 ft.
Base Attack +12; Grapple +45
Attack: Bite +29 melee
Full Attack: Bite +29 melee and sting +24 melee
Damage: Bite 4d6+21/19-20, sting 2d8+11/19-20 and poison
Special Attacks/Actions: Desecrating aura, energy drain, spell-like abilities, poison, summon undead, swallow whole
Abilities: Str 48, Dex 10, Con -, Int 20, Wis 20, Cha 18
Special Qualities: Aversion to daylight, cold immunity, SR 31, undead
Feats: Blind-fight; Combat Casting; Great Fortitude; Improved Critical (bite); Improved Critical (sting); Improved Initiative; Iron Will; Power Attack; Quicken Spell-Like Ability (cone of cold)
Skills: Concentration +32, Diplomacy +6, Hide +16, Knowledge (arcana) +33, Listen +33, Move Silently +28, Spellcraft +35, Spot +33, and Survival +5 (+7 following tracks)
Advancement: 26-50 HD (Colossal)
Climate/Terrain: Plane of Shadow
Organization: Solitary or pair
Nightshades are powerful undead composed of equal parts darkness and absolute evil. Their chilling malevolence hangs heavily about them, along with the smell of an open grave on a winter's morning.
Nightshades can read and understand all forms of communication; however, they communicate with others by telepathy.
A nightcrawler is a massive behemoth similar to a purple worm though utterly black in color. It measures about 7 feet in diameter and is 100 feet long from its toothy maw to the tip of its stinging tail.
A nightcrawler attacks by burrowing through the ground and emerging to strike. The ground blocks the creature's distinctive chill until it emerges to attack.
Improved Grab (Ex): To use this ability, the nightcrawler must hit with its bite attack. If it gets a hold, it automatically deals bite damage and can try to swallow the opponent.
A subtype applied to any creature when it is on a plane other than its native plane. A creature that travels the planes can gain or lose this subtype as it goes from plane to plane. This book assumes that encounters with creatures take place on the Material Plane, and every creature whose native plane is not the Material Plane has the extraplanar subtype (but would not have when on its home plane). An extraplanar creatures usually has a home plane mentioned in its description. These home planes are taken from the Great Wheel cosmology of the D&D game (see Chapter 5 of the Dungeon Master's Guide). If your campaign uses a different cosmology, you will need to assign different home planes to extraplanar creatures.
Creatures not labeled as extraplanar are natives of the Material Plane, and they gain the extraplanar subtype if they leave the Material Plane. No creature has the extraplanar subtype when it is on a transitive plane; the transitive planes in the D&D cosmology are the Astral Plane, the Ethereal Plane, and the Plane of Shadow.