Huge Undead, Chaotic Evil
Armor Class 14 Natural Armor
Hit Points 377 (26d12 + 208)
Speed 30 ft., burrow 60 ft.
STR
28 (+9)
DEX
17 (+3)
CON
26 (+8)
INT
19 (+4)
WIS
19 (+4)
CHA
16 (+3)
Saving Throws CON +15, WIS +11, CHA +10
Skills Stealth +11
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks; All
Damage Immunities Cold, Necrotic, Poison
Senses Tremorsense 120 ft., Truesight 120 ft., Passive Perception 14
Languages --
Challenge 24 (62,000 XP)
Proficiency Bonus +7
Traits

Legendary Resistance (3/Day). If a nightshade fails a saving throw, it can choose to succeed instead.

Chilling presence. A nightshade chills the air within a radius of 60 ft. regardless of weather and temperature conditions. This permeates solid substances and can be felt through walls or through the ground. It also spoils all consumable items within 60 ft., affecting food, water, holy water, and even magical potions, oils and ointments, which are rendered disgusting and powerless, even though not poisonous.

Annihilating Aura. Any creature that starts its turn within 30 feet of the nightshade must succeed on a DC 23 Constitution saving throw or take 14 (4d6) necrotic damage and grant the nightshade advantage on attack rolls against it until the start of the creature’s next turn. Undead are immune to this aura.

Life Eater. A creature reduced to 0 hit points from damage dealt by the nightshade dies and can’t be revived by any means short of a wish spell.

Daylight sensitivity. During the day and under natural daylight, a nightshade has disadvantage on attack rolls.

Limited Magic Immunity. The nightshade can't be affected or detected by spells of 6th level or lower unless it wishes to be. It has advantage on saving throws against all other spells and magical effects.

Poisonous touch. The mere touch of a nightshade subjects the victim to a necrotic poison that deals an extra 4d6 (14) poison damage on a hit (included in the attacks).

Innate Spellcasting. The nightcrawler's spellcasting ability is Charisma (spell save DC 20). The nightcrawler can innately cast the following spells, requiring no material components:

At will: charm person, cloudkill, confusion, darkness, dispel magic, hastehold person, invisibility

1/day each: finger of death

Actions

Multiattack. The nightcrawler makes two attacks: one with its bite and one with its stinger.

Bite. Melee Weapon Attack: +16 to hit, reach 10 ft., all targets within a 5 ft. radius. Hit: 25 (3d10 + 9) piercing damage plus 4d6 (14) poison damage. If the target is a Large or smaller creature, it must succeed on a DC 23 Dexterity saving throw or be swallowed by the nightcrawler. If it is a Small or smaller creature, it has disadvantage on the saving throw. A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the nightcrawler, and it takes 21 (6d6) necrotic damage  plus 4d6 (14) poison damage at the start of each of the nightcrawler's turns.

If the nightcrawler takes 30 damage or more on a single turn from a creature inside it, the nightcrawler must succeed on a DC 21 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the nightcrawler. If the nightcrawler dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 20 feet of movement, exiting prone.

Tail Stinger. Melee Weapon Attack: +16 to hit, reach 10 ft., one creature. Hit: 19 (3d6 + 9) piercing damage, and the target must make a DC 23 Constitution saving throw, taking 42 (12d6) poison damage on a failed save, or half as much damage on a successful one.

Summon Undead (1/ Short Rest). The nightcrawler attempts a magical summoning. A nightcrawler has a 75% chance of summoning undeads. Roll 1d8:

A summoned undead appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can’t summon other undead. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action.

 

Legendary Actions

A nightcrawler can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. A nightcrawler regains spent legendary actions at the start of his turn.

Attack. The nightcrawler makes one Tail Stinger attack.

Charge. The nightcrawler burrows up to its speed without provoking opportunity attacks.

Reduction Curse (Costs 2 Actions). The nightcrawler curses one creature he can see within 60 feet of him. The target must succeed at a DC 23 Charisma saving throw or be Reduced, as per the enlarge/reduce. The target's size is halved in all dimensions, and its weight is reduced to one-eighth of normal. This reduction decreases its size by one category--from Medium to Small, for example. Until the spell ends, the target also has disadvantage on Strength checks and Strength saving throws. The target's weapons also shrink to match its new size. While these weapons are reduced, the target's attacks with them deal 1d4 less damage (this can't reduce the damage below 1). Contrary to the spell, the curse is cumulative and can affect the same target up to three times.

Trembling Strike (Costs 2 Actions). The nightcrawler strikes the ground with its massive body, triggering an earth tremor. All other creatures on the ground within 60 feet of the empyrean must succeed on a DC 23 Strength saving throw or be knocked [condition]prone[condition].

Cast a Spell (Costs 3 Actions). The nightcrawler casts one of his innate spells.

Description

Nightshades. See the basic nightwalker for the description of the environment that creates nightshades. But nightshades are even more powerful beings from the Negative Energy Plane who seek to spread death and annihilation everywhere. Similar to some undead, they are mostly found on the prime material or other planes when summoned by powerful necromancers for dark purposes.

All nightshades are vantablack, seeming to absorb light and never reflect it. The air around them is freezing cold and smells like an open grave in winter. They have no visible eyes and sense their surroundings magically. They are utterly silent, and communicate telepathically with their summoners but never speak to their victims. Any creature that is not a nightshade or their summoner is considered a victim. They are extremely aggressive and will attack all living things that they sense, unless specifically ordered not to by their summoners.

They are usually encountered at night or in darkness as daylight, although not directly painful, somewhat hampers their capabilities. because of their coloration and stealth abilities, they usually surprise their opponents, unless given away by their chilling presence. The chill of a nightshade is something that no creature ever forgets, and a creature that survives his first encounter with a nightshade will never again be surprised by another one.

Nightshades can enter the Shadowfell and the Ethereal Plane at will, but must be summoned to enter the material plane. 

Nightshades are extremely clever and wise, this being a function of their own capabilities coupled with those of heir summoners, as they have access to all of their summoner's knowledge in order to function better on the material plane. All people, places and objects known by the summoner are also known to the nightshade, who uses this knowledge to plan and scheme, usually with undead servants at its command.

Nightshades are solitary creatures who feel no urge to associate or reproduce. Their only known affinity is to undead. Some sages speculate hat when a large number of undead are destroyed, the collective release of their negative energy gives birth to a nightshade. Others claim that they are somehow linked to spheres of annihilation, the later being like "eggs" to nightshades.

Whatever their origins, nightshades can be summoned to the material plane only by the use of a complex ritual of the 9th level. Those who know of this ritual guard the secret closely. Only one nightshade can be summoned by the ritual, and only one nightshade can be linked to a summoner at any given time. The ritual must be cast in absolute, complete darkness. The nightshade accepts the summon only in the hope of spreading darkness and destruction. If thwarted in those aims even temporarily, there is a high likelihood that it will seek to scheme and destroy its summoner, usually succeeding as it knows all the details of its plans, even the more intimate and obscure ones.

Nightcrawler. A nightcrawler is somewhat similar to a purple worm, a gargantuan worm measuring up to 100 feet in length and 15 feet in diameter. Nightcrawlers can burrow at tremendous speed through the ground and when attacking from below, an opponent has disadvantage on his perception check to anticipate the attack unless he has been previously exposed to a nightshade's chilling presence. 

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