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Advanced Nightwing

Advanced Nightwing CR 17

XP 102,400
Female advanced nightwing
CE Gargantuan undead (extraplanar, nightshade)
Init +9; Senses darksense, darkvision 60 ft., detect magic, low-light vision; Perception +30
Aura desecrating aura (30 ft.)


AC 32, touch 11, flat-footed 27 (+5 Dex, +21 natural, –4 size)
hp 241 (21d8+147)
Fort +14, Ref +12, Will +20
DR 15/good and silver; Immune cold, undead traits; SR 28
Weaknesses light aversion


Speed 30 ft., fly 60 ft. (good)
Melee bite +28 (4d12+25 plus 4d6 cold and magic drain)
Space 20 ft.; Reach 20 ft.
Special Attacks channel negative energy (9d6, DC 27, 10/day), magic drain (DC 27), soul conduit
Spell-Like Abilities (CL 17th; concentration +24)

Constantdetect magic, magic fang
At willcontagion (DC 21), deeper darkness, unholy blight (DC 21)
3/dayconfusion (DC 21), dimensional anchor, greater dispel magic, haste, hold monster (DC 22)
1/daycone of cold (DC 22), finger of death (DC 24), plane shift (DC 24), summon (level 7, 5 greater shadows)


Before Combat This creature summons shadows and casts haste on herself and the shadows before facing a potentially dangerous foe.

During Combat This creature kills foes as quickly as possible, focusing on physically frail or summoned creatures if she feels confident their souls can power a soul conduit. If possible, she uses her shadows to mob and distract a single dangerous foe or to threaten a vulnerable creature with allies. She favors casting dimensional anchor on creatures she has pinned down, particularly living foes in a negative-dominant zone.

Morale This creature flees to regroup if reduced to 56 hit points while sickened by light.


Str 42, Dex 21, Con —, Int 23, Wis 22, Cha 25
Base Atk +15; CMB +35 (+39 sunder); CMD 50 (52 vs. sunder)
Feats Cleave, Combat Reflexes, Command Undead, Great Cleave, Greater Sunder, Improved Initiative, Improved Iron Will, Improved Sunder, Iron Will, Power Attack, Snatch
Skills Fly +27, Intimidate +31, Knowledge (arcana) +30, Knowledge (planes) +27, Knowledge (religion) +30, Perception +30, Sense Motive +30, Spellcraft +30, Stealth +17 (+25 in areas of dim light and darkness), Swim +37; Racial Modifiers +8 Stealth in areas of dim light and darkness
Languages Abyssal, Aklo, Common, Draconic, Infernal, Undercommon; telepathy 100 ft.


Magic Drain (Su)

The bite of a nightwing drains magical power and energy. When a nightwing bites a foe, the victim must make a DC 23 Will save or one spell effect currently affecting him immediately ends—determine which spell is drained randomly if the target is under the effects of more than one spell. The nightwing heals damage equal to twice the level of the spell drained—hit points in excess of its maximum are instead gained as temporary hit points that last for 1 hour. If a nightwing attempts to sunder a magic item with its bite, its magic-draining bite renders the item nonmagical for 1d4 rounds (if the item is a permanent magic item), drains 1d8 charges (if the item has charges), or renders it permanently non-magical (if the item is a one-use item). The item (or its wielder, if the item is attended) can resist this effect with a DC 23 Will save. Damage dealt to an item is applied after the effects of magic drain are applied. The save DC is Charisma-based.

Soul Conduit (Su)

This creature has learned to weave the souls of her victims into an ectoplasmic planar conduit. Whenever she slays a living creature with at least 8 Hit Dice, she can activate this ability as an immediate action to create a conduit to the Negative Energy Plane that resembles a roiling black sheet centered on the victim's space. The area within a 5-foot radius of the conduit gains the major negative-dominant planar trait, and the area within a 50-foot radius gains the minor negative-dominant planar trait. The conduit closes after 1 day per Hit Die the victim possessed or if it is included in the area of a dimensional lock spell. As long as two conduits create overlapping minor negative-dominant zones, the area of overlap is a major negative-dominant zone. A soul affected by this ability is impossible to restore to life until the conduit is closed, and even then, it can be revived only with resurrection, true resurrection, miracle, or wish.