Nighthaunt (CR 12)
Alignment: Always chaotic evil
Initiative: +8; Senses: darkvision 60 ft., Listen +19, and Spot +19
Languages: telepathy 100 ft.
AC: 28 (+8 Dex, +10 natural), touch 18, flat-footed 20
Hit Dice: 12d12+24 (102 hp); DR: 15/silver and magic
Fort +6, Ref +12, Will +12
Speed: 40 ft., fly 60 ft. (good)
Space: 5 ft./5 ft.
Base Attack +6; Grapple +12
Damage: Claw +14 melee/2 claws +14 melee (1d6+6) and bite +12 melee (1d6+3) and tail whip +12 melee (2d4+3)
Special Attacks/Actions: Desecrating aura, energy drain, improved grab, spell-like abilities, summon undead
Abilities: Str 23, Dex 27, Con -, Int 16, Wis 18, Cha 16
Special Qualities: Aversion to daylight, immunity to cold, SR 24, undead traits
Feats: Combat Reflexes; Dodge; Great Fortitude; Multiattack; Weapon Finesse
Skills: Balance +10, Concentration +18, Hide +23, Jump +8, Listen +19, Move Silently +23, Spellcraft +18, Spot +19, and Tumble +23
Advancement: 13-17 HD (Medium); 18-24 HD (Large)
Climate/Terrain: Plane of Shadow
Organization: Solitary, pair, fright (3-4), or terror (8-16)
Lost Empires of Faerûn
A supernatural aura of dread hangs thickly in the air around this malignant black figure. It looks something like a gargoyle, with large shadowy wings, curling horns, and a lashing tail, but its body appears to be sculpted from purest night, and its face is blank except for the pale, lifeless orbs of its eyes.
Malicious, sinister creatures of unliving darkness, nighthaunts are the smallest and weakest of the nightshades. Because nighthaunts delight in the destruction of the good and the innocent, they are inexorably drawn to places of evil power and defiled goodness, such as desecrated temples or emptied graveyards. Nighthaunts speak whatever languages they knew in life.