Undead: Immune to mind-influencing effects, poison, sleep,
paralysis, stunning, and disease. Not subject to critical hits,
subdual damage, ability damage, energy drain, or death from
massive damage.
Chill Aura (Su): All nightshades radiate a 60-foot-radius aura
of utter cold. While this aura does not damage living things, it
spoils any food and drink it touches. In addition, it ruins holy
water and magic potions, oils, and ointments unless the items
succeed at a Fortitude save (DC 22). Items that successfully save
cannot be affected again by the same nightshade's aura for
one day. This bone-numbing cold is so distinctive that anyone
exposed to it once instantly recognizes it in the future, so it
is difficult for a nightshade to surprise someone who has
previously encountered such a beast.
Spell-Like Abilities: At will-cause disease, charm person,
cloudkill, confusion, darkness, dispel magic, haste, hold person,
and invisibility; once per night: finger of death. These
abilities are as the spells cast by a sorcerer whose level equals
the nightshade's HD total (save DC 14 + spell level).
Summon Undead (Su): A nightshade can summon undead creatures
once every 4 hours: 2-5 shadows, 1-2 wraiths, 1 spectre, or 1
ghost. The undead arrive in 1d10 rounds and serve for 1 hour or
until released.
Aversion to Daylight (Ex): Nightshades are creatures of utter
darkness. While they loathe all light, if exposed to natural
daylight (not merely a daylight spell), they suffer a -4 morale
penalty to all attack rolls.
Cold Immunity (Ex): Nightshades suffer no damage from cold.
Resistances (Ex): Nightshades have acid, fire, and electricity
resistance 50.
Spell Immunity (Su): Nightshades ignore the effects of spells
and spell-like abilities of 6th level or lower, just as if the
spellcaster had failed to overcome spell resistance.
Detect Magic (Su): A nightshade can continuously detect magic
as the spell cast by a 20th-level sorcerer. It can suppress or
resume this ability as a free action.
See Invisibility (Su): A nightshade can continuously see
invisibility as the spell cast by a 20th-level sorcerer. It can
suppress or resume this ability as a free action.
Telepathy (Su): Nightshades can communicate telepathically
with any creature within 100 feet that has a language.
Damage Reduction (Su): All nightshades have damage reduction
25/+3.
Magic Drain (Su): A nightwing can weaken magic armor,
weapons, and shields by making a successful touch attack. The
target item must succeed at a Fortitude save (DC 20) or lose one
"plus" (for example, a +2 sword becomes a +1 sword). An
item that is completely drained becomes normal in all respects
and loses any other powers (such as flame tongue) as well.
Casting dispel evil upon the item reverses the effects of the
magic drain, provided this occurs within a number of days after
the attack equal to the caster's level.
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