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Size & Type (subtype):Gargantuan UndeadHit Dice:25d12 (162)
Initiative:   +4 (Improved Initiative)   Speed:   30 ft., burrow 60 ft.  
Armor Class:   28 (-4 size, +22 natural)   Attacks:   Bite +25 melee, sting +20 melee  
Damage:   Bite 4d6+17, sting 2d8+8 and poison   Face and Reach:   30 ft. by 30 ft. (coiled)/10 ft.  
Special Attacks:   Nightshade abilities, improved grab, swallow whole, energy drain, poison   Special Qualities:   Undead, nightshade abilities, tremorsense  
Saving Throws  Fortitude: 8  
Reflex: 8  
Will: 21  
Abilities:   Str: 45
Dex: 10
Int: 20
Wis: 20
Cha: 18
Skills:   Concentration +18, Intuit Direction +7, Listen +22, Move Silently +20, Spellcraft +17, Spot +22   Feats:   Alertness, Blind-Fight, Combat Casting, Improved Critical (bite), Improved Critical (sting), Improved Initiative, Iron Will Power Attack  
Climate and Terrain:   Any land and underground   Climate:   cold,temperate,warm  
Terrain:   desert,forest,hill,marsh,mountains,plains,underground   Organization:   Solitary or pair  
Challenge Rating:   18   Challenge Rating Value:   18  
Treasure:   Standard   Alignment:   Always chaotic evil  
Advancement:   26-75 HD (Colossal)  


Improved Grab (Ex): To use this ability, the nightcrawler must hit with its bite attack. If it gets a hold, it automatically deals bite damage and can try to swallow the opponent.

Swallow Whole (Ex): A nightcrawler can try to swallow a grabbed opponent of Huge or smaller size by making a successful grapple check. Once inside, the opponent takes 2d8+12 points of crushing damage plus 1d8 points of acid damage per round from the nightcrawler's gizzard, and is subject to the creature's energy drain. A swallowed creature can climb out of the gizzard with a successful grapple check. This returns it to the nightcrawler's maw, where another successful grapple check is needed to get free. A swallowed creature can also cut its way out by using claws or a Small or Tiny slashing weapon to deal 35 points of damage to the gizzard (AC 24). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. The nightcrawler's interior can hold two Huge, four Large, eight Medium-size, sixteen Small, or thirty-two Tiny or smaller opponents.

Energy Drain (Su): Living creatures inside a nightcrawler's gizzard receive one negative level each round. The Fortitude save to remove a negative level has a DC of 24.

Poison (Ex): Sting, Fortitude save (DC 22); initial and secondary damage 2d6 temporary Strength.

Tremorsense (Ex): A nightcrawler can automatically sense the location of anything within 60 feet that is in contact with the ground.

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.

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.


Interface by Rodrigo Flores - 2003-2013Database by John H. Kim - 2002