Nightwing (CR 14)

Huge Undead (Extraplanar)
Alignment: Always chaotic evil
Initiative: +8 (+4 Dex, +4 Improved Initiative); Senses: Listen +25 and Spot +25
Languages: telepathy 100 ft.

AC: 30 (-2 size, +4 Dex, +18 natural), touch 12, flat-footed 26
Hit Dice: 17d12+34 (144 hp)
Fort +9, Ref +11, Will +17
Speed: 20 ft., fly 60 ft. (good)
Space: 15 ft./10 ft.
Base Attack +8; Grapple +28
Attack: Bite +18 melee
Full Attack: Bite +18 melee
Damage: Bite 2d6+17/19-20 plus magic drain
Special Attacks/Actions: Desecrating aura, magic drain, spell-like abilities, summon undead
Abilities: Str 31, Dex 18, Con -, Int 18, Wis 20, Cha 18
Special Qualities: Undead, nightshade abilities
Feats: Combat Reflexes; Dodge; Flyby Attack; Great Fortitude; Improved Critical (bite); Improved Initiative
Skills: Concentration +24, Diplomacy +6, Hide +16*, Listen +25, Move Silently +24, Spellcraft +24, Spot +25, and Survival +5 (+7 following tracks)
Advancement: 18-25 HD (Huge); 26-34 HD (Gargantuan)
Climate/Terrain: Plane of Shadow
Organization: Solitary, pair, or flock (3-6)
Treasure: Standard

Source: Monster Manual

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.

These horrible creatures appear as great bats composed of utter darkness.


Nightwings prowl the night sky and dive onto their victims. They are all but invisible, detectable only because of the stars they obscure in their passing.

Extraplanar Subtype

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.