The most commonly encountered nightshade is the giant-like nightwalker. This powerful foe leads armies of undead against the living, but unlike most mortal generals the nightwalker is not content to stand back and observe the battles from safety. The undead creature is ever eager to put its tactics and plans to the test itself, and takes part in battles in every possible occurrence save for those that the creature has determined are self-destructive. This is not to say that the nightwalker never sacrifices its troops to gain a tactical advantage—just that these attacks are the only ones the monster feels no urge to participate in directly.
Nightwalkers enjoy inflicting despair before death, particularly by destroying valued objects or murdering loved ones before delivering the final blow to a foe.
A nightwalker is 20 feet tall and weighs 5,000 pounds.
CE Huge undead (extraplanar, Nightshade)
Init +2; Senses darksense, darkvision 60 ft., low-light vision, detect magic; Perception +29
Aura desecrating aura (30 ft.)
AC 31, touch 10, flat-footed 29 (+2 Dex, +21 natural, –2 size)
hp 241 (21d8+147)
Fort +14, Ref +11, Will +19
DR 15/good and silver; Immune cold, undead traits; SR 27
Weaknesses light aversion
Speed 40 ft.
Melee 2 claws* +28 (3d6+15/19–20 plus 4d6 cold)
Space 15 ft.; Reach 15 ft.
Special Attacks channel energy (8d6, DC 29, 8/day), fear gaze, swift sundering
Spell-Like Abilities (CL 16th; concentration +21)
- Constant—air walk, detect magic, magic fang
- At will—contagion (DC 19), deeper darkness, greater dispel magic, unholy blight (DC 19)
- 3/day—confusion (DC 19), haste, hold monster (DC 20), invisibility, quickened unholy blight (DC 19)
- 1/day—cone of cold (DC 20), finger of death (DC 22), plane shift (DC 22), summon (level 7, 4 greater shadows)
Str 35, Dex 14, Con —, Int 20, Wis 21, Cha 21
Base Atk +15; CMB* +29; CMD 41
Feats Combat Expertise, Command Undead, Greater Sunder, Greater Vital Strike, Improved Critical (claws), Improved Disarm, Improved Sunder, Improved Vital Strike, Power Attack, Quicken Spell-Like Ability (unholy blight), Vital Strike
Skills Intimidate +29, Knowledge (arcana) +29, Knowledge (planes) +26, Knowledge (religion) +29, Perception +29, Sense Motive +29, Spellcraft +29, Stealth +18 (+26 in darkness), Swim +33; Racial Modifiers +8 Stealth in dim light and darkness
Languages Abyssal, Common, Infernal; telepathy 100 ft.
Fear Gaze (Su)
Cower in fear for 1 round, 30 feet, Will DC 25 negates. This is a mind-affecting fear effect. The save DC is Charisma-based.
Swift Sundering (Su)
A nightwalker can make a sunder attempt as a swift action with one of its claws.
Environment any (Negative Energy Plane)
Organization solitary, pair, or gang (3–4)