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Nightshade: Nightwing

by Sheldon Morris

Huge undead (nightshade), lawful evil
Armour Class 20 (natural armour)
Hit Points 200 (16d12 + 96)
Speed 20 ft., fly 60 ft.
19 (+4)|14 (+2)|22 (+6)|19 (+4)|19 (+4)|20 (+5)
Saving Throws Int +9, Wis +9
Skills Stealth +7, Intimidation +10
Damage Immunities acid, cold, fire, lightning, necrotic, poison, bludgeoning, piercing, and slashing from nonmagical weapons
Condition Immunities blinded, charmed, deafened, frightened, petrified, poisoned
Senses truesight 60 ft., passive Perception 14
Languages understands all but can't speak, telepathy 120 ft.
Challenge 15 (13,000 XP)

Ethereal Jaunt. As a bonus action, the nightwing can magically shift from the Material Plane to the Ethereal Plane, or vise versa.

Ethereal Sight. The nightwing can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vise versa.

Innate Spellcasting. The nightwing's innate spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). The nightwing can innately cast the following spells, requiring no material components:
At will: charm person, detect magic
3/day each: darkness, dispel magic, haste, invisibility
2/day each: confusion, contagion, cloudkill, hold monster
1/day each: finger of death

Magic Resistance. The nightwing has advantage on saving throws against spells and other magical effects.

Nightshade Presence. The presence of a nightwing has an effect on its surroundings within a radius of 120 feet. This aura is felt as chilled air, and spoils all food, water, holy water, potions, salves, and ointments (even if magical), making them functionally useless. Nightwings are often at a disadvantage when attempting to surprise their victims due to their aura.

Sunlight Weakness. While in sunlight, the nightwing has disadvantage on attack rolls, ability checks, and saving throws.

Turn Resistance. The nightwing has advantage on saving throws against any effect that turns undead.

Multiattack. The nightwing uses its Summon Undead if it can and makes one bite attack.

Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one creature.
Hit: 9 (1d10 + 4) piercing damage, plus 22 (5d8) poison damage. The creature must succeed on a DC 17 Wisdom saving throw or be polymorphed into a giant bat and charmed by the nightwing.

Summon Undead (Recharges after a Short or Long Rest). The Nightwing magically summons three will-o'-wisps, a ghost, or a wraith. The summoned undead appear in an unoccupied space within 60 feet of its summoner and acts as an ally of its summoner. They remain for 1 hour, until it or its summoner dies, or until its summoner dismisses it as an action.