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D20:Nightwing (Creature)

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D20

This article is a D20 reference page

The System Reference Document is a comprehensive toolbox consisting of rules, races, classes, feats, skills, various systems, spells, magic items, and monsters compatible with the d20 System version of Dungeons & Dragons and various other roleplaying games from Wizards of the Coast.
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D20


NIGHTWING

Size/Type: 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 Fortutude 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.




System Reference Document -> List of Creatures (SRD)


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