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by Jamie Baty

Large Magical Beast
Hit Dice: 3d10+3 (19 hp)
Initiative: +3 (+3 Dex)
Speed: 20 ft. (4 squares), fly 40 ft. (average)
Armour Class: 13 (-1 size, +3 Dex, +1 natural), touch 12, flat-footed 10
Base Attack/Grapple: +3/+11
Attack: Bite +6 melee (2d4 +4)
Full Attack: Bite +6 melee (2d4 +4)
Space/Reach: 10 ft./5 ft.
Special Attacks: Blood drain, improved grab
Special Qualities: Damage reduction 10/slashing or piercing, darkvision 60ft., low-light vision, stench
Saves: Fort +4, Ref +6, Will +3
Abilities: Str 18, Dex 17, Con 12, Int 3, Wis 14, Cha 8
Skills: Hide +5, Listen +9, Sense Motive +4, Spot +9
Feats: Alertness, Hover, Track (B)
Environment: Any hills, mountains, marshes, underground
Organisation: Solitary, Pair, or Gang (2-5)
Challenge Rating: 2
Treasure: Standard (rings only)
Alignment: Always chaotic evil
Advancement: 4-6 HD (Large); 7-9 HD (Huge)
Level Adjustment: -

These horrid predators of the Five Shires hunt only at night or in subterranean darkness, although they suffer no ill effects from bright light (it merely angers them). Nightgleets are large (around 12ft long) winged eels who inhabit mountain caves and crevasses, underground caverns, and coastal caves.
Nightgleets have dark blue, mauve, or black bodies and wings. Their eyes are glistening black with white pupils. They hiss when angry or hurt.
Nightgleets fly vertically, have excellent eyesight and are exceptionally alert. Their smooth-skinned bodies are coated in a slime that can make it difficult to get a hold off them, and when coupled with the rubberiness of their body, gives then resistance to bludgeoning damage. Also of note is the putrid spray the creatures release upon death, causing everything hit to smell horrid for days. This spray attracts other nightgleets to the victims.
In addition to the Shires, nightgleets are also found in the Blight Swamp and the Malpheggi Swamp, although the numbers are small due to determined hunting.

Nightgleets attack by biting their foes and trying to suck their blood. They are quite capable opponents and are able to assess the tactical situation of the fight. They will flee when magical attacks are readied or victory seems impossible, only to attack from hiding again when previously escaped opponents are weak or at a disadvantage (usually when fighting another foe).

Blood Drain (Ex): A nightgleet can suck blood from a living victim with its mouth by making a successful grapple check. If it pins the foe, it drains blood, dealing 1d4 points of Constitution drain each round the pin is maintained.

Improved Grab (Ex): If the nightgleet hits a target with its bite, it may start a grapple as a free action, without suffering an attack of opportunity. On the next round, the nightgleet may blood drain its victim.

Damage Reduction (Su): A nightgleet has damage reduction of 10/slashing or piercing.

Stench (Ex): Upon death, a nightgleet sprays everything within 10ft with stinging, skunk-like secretion. All victims suffer a -8 penalty to all Charisma-based skills once sprayed. In addition, other nightgleets receive a +8 bonus to Spot checks to detect sprayed creatures.
The stench wears off in 1d4 days. Victims bathed in wine or other alcohols have the stench removed immediately.

Skills: Nightgleets have a +4 racial bonus to all Hide, Listen and Spot checks.