Nightwing

MapTool Token

NameNightwing
Sorted NameNightwing
FamilyNightshade
Size and TypeHuge Undead (Extraplanar)
Hit Dice Count17
Hit Dice17d12+34 (144 hp)
Random Hit Points17d12+34 - 0
Initiative+8
Speed20 ft. (4 squares), fly 60 ft. (good)
Armor Class30 (-2 size, +4 Dex, +18 natural), touch 12, flat-footed 26
Base Attack/Grapple+8/+28
Attack

Bite +18 melee (2d6+17/19-20 plus magic drain)

Full Attack

Bite +18 melee (2d6+17/19-20 plus magic drain)

Space/Reach15 ft./10 ft.
Special AttacksDesecrating aura, magic drain, spell-like abilities, summon undead
Special Qualities

Aversion to daylight, damage reduction 15/silver and magic, darkvision 60 ft., immunity to cold, spell resistance 27, telepathy 100 ft., undead traits

SavesFort +9, Ref +11, Will +17
AbilitiesStr 31, Dex 18, Con -, Int 18, Wis 20, Cha 18
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

EnvironmentPlane of Shadow
Challenge Rating14
Organization

Solitary, pair, or flock (3-6)

TreasureStandard
AlignmentAlways chaotic evil
Advancement18-25 HD (Huge); 26-34 HD (Gargantuan)
Level Adjustment-
VersionSRD
SourcesSystem Reference Document
Stat_Block

Nightwing; CR 14; Huge undead (extraplanar); HD 17d12+34; hp 144; Init +8; Spd 20 ft. (4 squares), fly 60 ft. (good); AC 30 (-2 size, +4 dex, +18 natural), touch 12, flat-footed 26; Base Atk +8; Grp +28; Atk +18 melee (2d6+17/19-20 plus magic drain, bite); Full Atk +18 melee (2d6+17/19-20 plus magic drain, bite); Space/Reach 15 ft./10 ft.; SA Desecrating aura, magic drain, spell-like abilities, summon undead; SQ Aversion to daylight, damage reduction 15/silver and magic, darkvision 60 ft., immunity to cold, spell resistance 27, telepathy 100 ft., undead traits; AL CE; SV Fort +9, Ref +11, Will +17; Str 31, Dex 18, Con -, Int 18, Wis 20, Cha 18

Skills and Feats: 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); Combat Reflexes, Dodge, Flyby Attack, Great Fortitude, Improved Critical (bite), Improved Initiative

Nightwing

Nightwing
Huge Undead (Extraplanar)
Hit Dice:
17d12+34 (144 hp)
Initiative:
+8
Speed:
20 ft. (4 squares), fly 60 ft. (good)
Armor Class:
30 (-2 size, +4 Dex, +18 natural), touch 12, flat-footed 26
Base Attack/Grapple:
+8/+28
Attack:
Bite +18 melee (2d6+17/19-20 plus magic drain)
Full Attack:
Bite +18 melee (2d6+17/19-20 plus magic drain)
Space/Reach:
15 ft./10 ft.
Special Attacks:
Desecrating aura, magic drain, spell-like abilities, summon undead
Special Qualities:
Aversion to daylight, damage reduction 15/silver and magic, darkvision 60 ft., immunity to cold, spell resistance 27, telepathy 100 ft., undead traits
Saves:
Fort +9, Ref +11, Will +17
Abilities:
Str 31, Dex 18, Con -, Int 18, Wis 20, Cha 18
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
Environment:
Plane of Shadow
Organization:
Solitary, pair, or flock (3-6)
Challenge Rating:
14
Treasure:
Standard
Alignment:
Always chaotic evil
Advancement:
18-25 HD (Huge); 26-34 HD (Gargantuan)
Level Adjustment:
-

Nightwings are batlike flyers that hunt on the wing.

A nightwing has a wingspan of about 40 feet and weighs about 4,000 pounds.

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 Fortitude 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.

Source Copyright: System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, James Wyatt, based on original material by E. Gary Gygax and Dave Arneson.

The Open content displayed above has been reproduced with permission from the copyright holder.

Attacks: Bite +18 melee (2d6+17/19-20 plus magic drain), or Bite +18 melee (2d6+17/19-20 plus magic drain)

feats: COMBAT REFLEXES, DODGE, FLYBY ATTACK, GREAT FORTITUDE, IMPROVED CRITICAL (BITE), IMPROVED INITIATIVE, ,