Improved Grab (Ex): To use this ability, the nightcrawler must
hit with its bite attack. If it gets a hold, it automatically
deals bite damage and can try to swallow the opponent.
Swallow Whole (Ex): A nightcrawler can try to swallow a
grabbed opponent of Huge or smaller size by making a successful
grapple check. Once inside, the opponent takes 2d8+12 points of
crushing damage plus 1d8 points of acid damage per round from the
nightcrawler's gizzard, and is subject to the
creature's energy drain. A swallowed creature can climb out
of the gizzard with a successful grapple check. This returns it
to the nightcrawler's maw, where another successful grapple
check is needed to get free. A swallowed creature can also cut
its way out by using claws or a Small or Tiny slashing weapon to
deal 35 points of damage to the gizzard (AC 24). Once the
creature exits, muscular action closes the hole; another
swallowed opponent must cut its own way out. The
nightcrawler's interior can hold two Huge, four Large, eight
Medium-size, sixteen Small, or thirty-two Tiny or smaller
opponents.
Energy Drain (Su): Living creatures inside a
nightcrawler's gizzard receive one negative level each
round. The Fortitude save to remove a negative level has a DC of
24.
Poison (Ex): Sting, Fortitude save (DC 22); initial and
secondary damage 2d6 temporary Strength.
Tremorsense (Ex): A nightcrawler can automatically sense the
location of anything within 60 feet that is in contact with the
ground.
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.
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