Rescue. When encountering a sick or injured humanoid, the nightingale attempts to plane shift the humanoid to an extradimensional infirmary. The nightingale is magically connected to this extradimensional space and upon the nightingale's death, everything inside the extradimensional space is expelled into the open spaces nearest to the nightingale's corpse.
Stasis. Whenever a sick or injured humanoid enters the extradimensional infirmary, the nightingale attempts to place that humanoid into a state of stasis. The nightingale can use its action to make a melee spell attack against a humanoid it can reach. The target must succeed on a Charisma saving throw (DC 16) or fall unconscious until the stasis is dispelled or the nightingale dies. A humanoid in stasis is cocooned in translucent, impenetrable green energy. While in this state, the humanoid is stable, does not make death saving throws, can not be damaged, and does not need food or water. The affected humanoid continues to age while in stasis. The nightingale can only use this ability in the extradimensional infirmary.
Innate Spellcasting. The nightingale's innate spellcasting ability is Charisma (spell save DC 16). It can innately cast the following spells, requiring no material components:
At will: plane shift (to and from the nightingale's extradimensional infirmary only), sleep, dispel magic, see invisibility
1/day: antimagic field
Magic Resistance. The nightingale has advantage on saving throws against spells and other magical effects.
Multiattack. The nightingale makes two attacks with its claws.
Claws. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 9 (2d6 + 2) slashing damage plus 11 (2d10) force damage, and the target is grappled (escape DC 16) if it’s a creature. The nightingale has two claws, each of which can grapple one creature.
Description
Nightingales are combat medics from a war long since passed. Though related to the deadly Aeorian hunters, nightingales do not seek to kill their targets but to capture and contain. They wait for the Aeorian healer that will never arrive.
A nightingale will attempt to capture and place in stasis any humanoid that:
- has taken damage
- is affected by the poisoned, paralyzed, petrified, or unconscious conditions
- has a level of exhaustion
- is suffering from a disease
Nightingales regard any humanoid casting healing magic as their superior. Once a nightingale has seen a humanoid cast a healing spell, they will cease their current activity and await instruction from that humanoid. They will ignore orders to kill humanoids and they will not endanger any living humanoids in stasis. They only understand Draconic and can not speak.
Nightingales view angels, demons, devils, fey, and gods as their enemies and will attempt to flee or hide from such beings. The nightingale does not regard humanoids with extraplanar ancestry, such as aasimar and tieflings, as any different from other humanoids.
Aeorian Hunters
Brought to life by mages in the flying city of Aeor during the Age of Arcanum, Aeorian hunters were created to take on angels, demons, devils, fey, and the gods themselves. When Aeor crashed into Eiselcross, many of these magically mutated monstrosities survived, and they now stalk Aeor’s ruins and the islands’ icy wastes.
Created by Experimentation. Aeorian hunters were created through arcane experimentation on beasts and humanoids—both captives and volunteers. These experiments resulted in monstrosities with brightly colored flesh and the power to resist and destroy Aeor’s enemies. It is theorized that the mages of Aeor must have possessed some means of controlling their monstrous soldiers, but no such device has yet been found in the wastes of Eiselcross. Draconic was the language used by these mages to train and bind the Aeorian hunters, and the hunters retain an understanding of this language even though they can’t speak it.
Never Harm Another Hunter. Though they crave violence, Aeorian hunters have never been seen attacking each other. Most scholars believe that Aeor’s mages must have enchanted this behavior into them, given the cost in gold and magic required to create each hunter. Some adventurers in Eiselcross boast about sneaking past Aeorian hunters using disguises or illusions to mimic a hunter’s form, but these are most likely tall tales.
Ageless Memories. Each Aeorian hunter has perfect recall of every experience since the moment of its creation. Their limited intellects and desire for violence prevent them from effectively communicating, but each hunter holds a wealth of knowledge—often including the location of rare Aeorian relics—inside its mind.
Perfect Soldiers. Aeorian hunters do not age. Aeorian hunters don’t require food or drink.
Previous Versions
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Posted Dec 14, 2021@Redtopaz, what a wicked and well-conceived monster!!! My players have just entered an Aeorian ruin, and I cant wait for this Nightingale to swoop in!
I'm going to change the described behavior so that the Nightingale recovers the wounded / fallen bodies of the other Aeorian monstrosities once they're slain, so there's nothing left on the battlefield and my players won't know of the monstrosities are actually alive or dead. 😈