Night Stalker

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At first glance, this appears to be a Nightwalker seen from a distance. Of course it doesn't take long to realize that it is much, much larger than a typical Nightwalker. The Night Stalker walks with it's head and shoulders above the tree tops, standing nearly 50 feet (15+ Meters) tall it must weigh over 15,000 pounds. Nature itself gives way to the Night Stalker as trees tend to bend out of the way and animals flee long before it gets near.

Smart travelers stick to the roads around Blacksway and do not deviate into the wilderness. The town itself seems to be immune to the approach of the monster as it's never been seen within 100 meters of the city itself or the wall around the mountain. This had lead some to speculate that the monster isn't called to the something in the mountain as much as it may be patrolling the area looking for trying to escape.

Preists of The Unnamed One sometimes make pilgrimages to the area to attempt to commune with the creature. If they are successful is unknown but patrols have found many corpses left behind after its passing. Powerful undead have also tried to subvert the Night Stalker over time. Those who tried have been utterly destroyed or managed to flee beyond it's desire to follow. Some good aligned priests have tried to destry the monster or drive it back to the depths of the Shadowlands but they suffered the same fate as all others who get in its way.

CR 18

NE gargantuan undead (extraplanar, Nightshade) Init +8;
Senses Darkvision (60 ft.), Low-Light Vision, Perception +37, Darksense, Detect Magic,

Aura Desecrating Aura (30 ft.),
Languages Abyssal, Common, Infernal, Telepathy; 100 ft.,

AC 37, touch 10, flat-footed 33, Combat Expertise
hp 388 (27HD)DR 15/good and silver
Fort +18, Ref +15, Will +26
Immunities Ability Drain, Cold, Death Effects, Death from Massive Damage, Disease, Energy Drain, Exhaustion, Fatigue, Mind-Affecting Effects, Nonlethal Damage, Paralysis, Poison, Sleep, Stunning,
Spell Resistance 27
Weaknesses Light Aversion,

Speed 40 ft. (8 squares), Air Walk
Melee claw +38/+38 (4d6+22)
Face 20 ft. by 20 ft.Reach 20 ft.
Base Atk +20; CMB +43; CMD 57
Atk Options Combat Expertise, Power Attack,
Special Actions Channel Energy, Channel Negative Energy (9d6, DC 32, 10/day), Cold (claws 4d6), Fear Gaze, Magic Fang, Swift Sundering,

Innate Spell-Like Abilities: air walk ( at will) cone of cold ( DC 22, 1/Day) confusion ( DC 21, 3/Day) contagion ( DC 21, at will) deeper darkness ( at will) detect magic ( at will) dispel magic (greater) ( at will) finger of death ( DC 24, 1/Day) haste ( DC 10, 3/Day) hold monster ( DC 22, 3/Day) invisibility ( DC 10, 3/Day) magic fang ( DC 10, at will) plane shift ( DC 24, 1/Day) quickened unholy blight ( DC 21, 3/Day) summon monster vii (4 greater shadows) ( 1/Day) unholy blight ( DC 21, at will)

Abilities Str 48, Dex 18, Con *, Int 24, Wis 25, Cha 25
Special Qualities Air Walk, Darkvision, Detect Magic, Telepathy 100 ft.,
Feats Combat Expertise, Combat Reflexes, Command Undead, Critical Focus, Devastating Strike, Greater Vital Strike, Hammer the Gap, Improved Initiative, Improved Vital Strike, Iron Will, Power Attack, Quicken Spell-Like Ability (Cone of Cold), Staggering Critical, Vital Strike
Skills Acrobatics +4, Appraise +34, Bluff +7, Climb +49, Craft (Untrained) +7, Diplomacy +7, Disguise +37, Escape Artist +4, Fly +28, Heal +7, Intimidate +37, Perception +37, Perform (Untrained) +7, Ride +4, Sense Motive +37, Spellcraft +37, Stealth +22, Survival +34, Swim +19, Use Magic Device +34,

Air Walk (Sp) You can Air Walk, as per the spell, as a constant ability. Constant spell-like abilities function at all times but can be dispelled. Constant spell-like abilities can be reactivated as a swift action.

Channel Negative Energy (Su) You can unleash a wave of negative energy. You must choose to deal 9d6 points of negative energy damage to living creatures or to heal undead creatures of 9d6 points of damage. Creatures that take damage from channeled energy receive a DC 32 Will save to halve the damage. You can use this ability 10 times per day.

Cold (Su) 4d6 cold damage with claws.

Darksense (Ex) Nightshades gain true seeing in dim light and darkness. Regardless of light conditions, they can detect living creatures and their health within 60 feet, as blindsense with deathwatch continuously active. Mind blank and nondetection prevent the latter effect but not the nightshade's true seeing.

Darkvision (Ex) Range 60 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.

Desecrating Aura (Su) All nightshades have a 30-foot-radius emanation equivalent to a desecrate spell centered on a shrine of evil power. Undead within this radius (including the nightshade) gain a +2 profane bonus on attack and damage rolls and saving throws, as well as +2 hit points per die, and the save DC of channeled negative energy is increased by +6 (these adjustments are included for the nightshades i their entries). This aura can be negated by dispel evil, but a nightshade can reactivate it on its turnas a free action. A desecrating aura suppresses and is suppressed by consecrate or hallow; both effects are negated wtihin any overlapping area of effect.

Detect Magic (Sp) You detect magical auras, as per the spell Detect Magic, as a constant ability. Constant spell-like abilities function at all times but can be dispelled. Constant spell-like abilities can be reactivated a as a swift action.

Fear Gaze (Su) Cower in fear for 1 round, 30 feet, Will DC 30 negates. This is a mind-affecting fear effect.

Giant Creature (Proper Rules) The publisher intended people to use the size adjustment rules, but the other options are to speed up play. Not necessary as PCGen will calculate the new size for you.

Immunity to Ability Drain (Ex) You are immune to ability drain attacks.

Immunity to Cold (Ex) You never take cold damage.

Immunity to Death Effects (Ex) You are never subject to death effects.

Immunity to Death from Massive Damage (Ex) You are not at risk of death from massive damage.

Immunity to Disease (Ex) You are never subject to disease effects.

Immunity to Energy Drain (Ex) You are immune to energy drain attacks.

Immunity to Exhaustion (Ex) You can never be exhausted.

Immunity to Fatigue (Ex) You can never be fatigued.

Immunity to Mind-Affecting Effects (Ex) You are never affected by mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).

Immunity to Nonlethal Damage (Ex) You are never subject to nonlethal damage.

Immunity to Paralysis (Ex) You can never be paralyzed.

Immunity to Poison (Ex) You never take poison damage.

Immunity to Sleep (Ex) You are never subject to sleep effects.

Immunity to Stunning (Ex) You are never subject to stunning.

Light Aversion (Ex) A nightshade in bright light becomes sickened - the penalties form this condition are doubled when the nightshade is in natural sunlight.

Magic Fang (Sp) You can use Magic Fang, as per the spell, as a constant ability. Constant spell-like abilities function at all times but can be dispelled. Constant spell-like abilities can be reactivated as a swift action.

Swift Sundering (Su) A nightwalker can make a sunder attempt as a swift action with one of its claws.

Telepathy (Su) You can mentally communicate with any other creature within 100 feet that has a language. It is possible to address multiple creatures at once telepathically, although maintaining a telepathic conversation with more than one creature at a time is just as difficult as simultaneously speaking and listening to multiple people at the same time.

Created using PCGen 6.04.01