Nightwalker (CR 16)

Huge Undead (Extraplanar)
Alignment: Always chaotic evil
Initiative: +6 (+2 Dex, +4 Improved Initiative); Senses: darkvision 60 ft., Listen +29, and Spot +29
Languages: telepathy 100 ft.


AC: 32 (-2 size, +2 Dex, +22 natural), touch 10, flat-footed 30
Hit Dice: 21d12+42 (178 hp); DR: 15/silver and magic
Fort +11, Ref +11, Will +19
Speed: 40 ft., fly 20 ft. (poor)
Space: 15 ft./15 ft.
Base Attack +10; Grapple +34
Attack: Slam +24
Full Attack: 2 slams +24 melee
Damage: Slam 2d6+16
Special Attacks/Actions: Crush item, desecrating aura, evil gaze, spell-like abilities, summon undead
Abilities: Str 38, Dex 14, Con -, Int 20, Wis 20, Cha 18
Special Qualities: aversion to daylight, cold immunity, SR 29, undead
Feats: Cleave; Combat Casting; Combat Reflexes; Great Fortitude; Improved Disarm; Improved Initiative; Power Attack; Quicken Spell-Like Ability (unholy blight)
Skills: Concentration +28, Diplomacy +6, Hide +18*, Knowledge (arcana) +29, Listen +29, Move Silently +26, Search +29, Sense Motive +29, Spellcraft +31, Spot +29, and Survival +5 (+7 following tracks)
Advancement: 22-31 HD (Huge), 32-42 HD (Gargantuan)
Climate/Terrain: Plane of Shadow
Organization: Solitary, pair, or gang (2-4)
Treasure/Possessions: Standard

Source: Monster Manual

Crush Item (Su): A nightwalker can destroy any weapon or item of Large size or smaller (even magic ones, but not artifacts) by picking it up and crushing it between its hands. This is a standard action. The nightshade must make a successful disarm attack to grab an item held by an opponent.

Evil Gaze (Su): Curse, 30 feet, Will save (DC 24). Cursed opponents suffer a -4 morale penalty to all attack rolls, checks, and saving throws. Dispel evil or remove curse eliminates the effect.

Skills: When hiding in a dark area, a nightwalker receives a +8 racial bonus to Hide checks.

Undead: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and disease. Not subject to critical hits, subdual damage, ability damage energy drain, or death from massive damage.

Nightshade Abilities: All nightshades share the following special abilities.

Chill Aura (Su): All nightshades radiate a 60-foot-radius aura of utter cold. While this aura does not damage living things, it spoils any food and drink it touches. In addition, it ruins holy water and magic potions, oils, and ointments unless the items succeed at a Fortitude save (DC 22). Items that successfully save cannot be affected again by the same nightshade's aura for one day.

This bone-numbing cold is so distinctive that anyone exposed to it once instantly recognizes it in the future, so it is difficult for a nightshade to surprise someone who has previously encountered such a beast.

Spell-Like Abilities: At will - cause disease, charm person, cloudkill, confusion, darkness, dispel magic, haste, hold person, and invisibility; once per night - finger of death. These abilities are as the spells cast by a sorcerer whose level equals the nightshade's HD total (save DC 14 + spell level).

Summon Undead (Su): A nightshade can summon undead creatures once every 4 hours: 2-5 shadows, 1-2 wraiths, 1 spectre, or 1 ghost. The undead arrive in 1d10 rounds and serve for 1 hour or until released.

Aversion to Daylight (Ex): Nightshades are creatures of utter darkness. While they loathe all light, if exposed to natural daylight (not merely a daylight spell), they suffer a -4 morale penalty to all attack rolls.

Cold Immunity (Ex): Nightshades suffer no damage from cold.

Resistances (Ex): Nightshades have acid, fire, and electricity resistance 50.

Spell Immunity (Su): Nightshades ignore the effects of spells and spell-like abilities of 6th level or lower, just as if the spellcaster had failed to overcome spell resistance.

Detect Magic (Su): A nightshade can continuously detect magic as the spell cast by a 20th-level sorcerer. It can suppress or resume this ability as a free action.

See Invisibility (Su): A nightshade can continuously see invisibility as the spell cast by a 20th-level sorcerer. It can suppress or resume this ability as a free action.

Telepathy (Su): Nightshades can communicate telepathically with any creature within 100 feet that has a language.

Damage Reduction (Su): All nightshades have damage reduction 25/+3.

Nightwalkers lurk in dark areas where they can almost always surprise the unwary or those who do not recognize the absolute cold radiating from the creatures.

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 nightwalker is a 20-foot-tall humanoid giant composed of pure darkness.

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.