[top]NIGHTWING

Nightwing
CR 14
HP 144, hd17d12+34
AC 30 (?2 size, +4 Dex, +18 natural), touch 12, flat-fooded 26
Fort +9, Ref +11, Will +17
Speed 20 ft. (4 squares), fly 60 ft. (good)
Initiative +8
Spot , Listen
Standard attacks
BAB +8, Grapple +28
Attacks
Full attack: Bite +18 melee (2d6+17/19?20 plus magic drain)
Special Attacks/Qualities
Desecrating aura, magic drain, spell-like abilities, summon undead
Aversion to daylight, damage reduction 15/silver and magic, darkvision 60 ft., immunity to cold, spell resistance 27, telepathy 100 ft., undead traits
Skills Concentration +24, Diplomacy +6, Hide +16*, Listen +25, Move Silently +24, Search +24, Sense Motive +25, Spellcraft +24, Spot +25, Survival +5 (+7 following tracks)
Feats Combat Reflexes, Dodge, Flyby Attack, Great Fortitude, Improved Critical (bite), Improved Initiative
Str 31
Con ?
Dex 18
Int 18
Wis 20
Cha 18
Alignment Always chaotic evil,
Environment Plane of Shadow,
Organisation Solitary, pair, or flock (3?6)


Nightwings are batlike flyers that hunt on the wing.
A nightwing has a wingspan of about 40 feet and weighs about 4,000 pounds.

[top]COMBAT

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.
A nightwing?s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.
Magic Drain (Su): A nightwing can weaken magic armor, weapons, and shields by making a successful touch attack. The targeted item must succeed on a DC 22 Fortutude save or lose 1 point of its enhancement bonus. The save DC is Charisma-based. An item that loses its entire enhancement bonus becomes merely a masterwork item and loses any special abilities (such as flaming) as well. Casting dispel evil upon the item reverses the effect of the magic drain, provided this occurs within a number of days after the attack equal to the caster?s level and the caster succeeds on a DC 29 caster level check.
Spell-Like Abilities: At will?contagion (DC 18), deeper darkness, detect magic, haste, see invisibility, unholy blight (DC 18); 3/day?confusion (DC 18), greater dispel magic, hold monster (DC 19), invisibility; 1/day?cone of cold (DC 19), finger of death (DC 21), plane shift (DC 21). Caster level 17th. The save DCs are Charisma-based.
Summon Undead (Su): A nightwing can summon undead creatures once per night: 5?12 shadows, 2?4 greater shadows, or 1 dread wraith. The undead arrive in 1d10 rounds and serve for 1 hour or until released.
Skills: *When hiding in a dark area or flying in a dark sky, a nightwing gains a +8 racial bonus on Hide checks.

System Reference Document -> List of Creatures (SRD)
 
This article is a D20 reference page
The System Reference Document is a comprehensive toolbox consisting of rules, races, classes, feats, skills, various systems, spells, magic items, and monsters compatible with the d20 System version of Dungeons & Dragons and various other roleplaying games from Wizards of the Coast.
 

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