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COPYRIGHT NOTICE Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc. System Rules Document Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on original material by E. Gary Gygax and Dave Arneson. Conversion of System Rules Document monster information to XML format Copyright 2001 John Hanju Kim.
Night Hag
SizeAndType: Medium-Size Outsider (Evil)
HitDice: 8d8+8 (44)
Initiative: +1 (Dex)
Speed: 20 ft.
ArmorClass: 20 (+1 Dex, +9 natural)
Attacks: Bite +12 melee
Damage: Bite 2d6+6 and disease
FaceAndReach: 5 ft. by 5 ft./5 ft.
SpecialAttacks: Spell-like abilities, dream haunting
SpecialQualities: Immunities, SR 25, damage reduction 20/+3
Saves: Fort +9, Ref +9, Will +10
Abilities: Str 19, Dex 12, Con 12, Int 15, Wis 15, Cha 12
Skills: Bluff +11, Concentration +12, Intimidate +11, Listen +14,Ride +11, Sense Motive +12, Spellcraft +13, Spot +14
Feats: Alertness, Combat Casting, Mounted Combat
ClimateAndTerrain: Any land and underground
Organization: Solitary, mounted (1, on nightmare), or covey (3,on nightmares)
ChallengeRating: 9
Treasure: Standard
Alignment: Always neutral evil
Advancement: 9-16 HD (Medium-size)
Description
General

Night hags speak Infernal, Abyssal, and Celestial.

Special Ability

Disease (Ex): Demon fever [bite, Fortitude save (DC 18), incubation period 1 day; damage 1d6 temporary Constitution.] Each day thereafter, on a failed save, the creature must immediately succeed at another Fortitude save or suffer 1 point of permanent Constitution drain.

Special Ability

Spell-Like Abilities: At will - detect chaos, detect evil, detect good, detect law, detect magic, magic missile, polymorph self, ray of enfeeblement, and sleep. These abilities are as the spells cast by an 8th-level sorcerer (save DC 11 + spell level). A night hag can use etherealness at will as a 16th-level sorcerer so long as it possesses its heartstone (see below).

Special Ability

Dream Haunting (Su): Night hags can visit the dreams of chaotic or evil individuals by using a special periapt known as a heartstone to become ethereal, then hovering over the creature. Once the hag invades someone's dreams, it rides on the victim's back until dawn. The sleeper suffers from tormenting dreams and suffers 1 point of permanent Constitution drain upon awakening. A sleeper reduced to a Constitution score of 0 dies. Only another ethereal being can stop these nocturnal intrusions, by confronting and defeating the night hag.

Special Ability

Immunities (Ex): Night hags are immune to fire and cold, and to charm, sleep, and fear effects.

Special Ability

Heartstone (Su): All night hags carry this periapt, which instantly cures any disease contracted by the holder. In addition, a heartstone imparts a +2 resistance bonus to all saving throws. A night hag that loses this charm can no longer use etherealness until it can manufacture another (which takes one month). Good-aligned creatures can also benefit from the heartstone's powers, but the periapt shatters after ten uses and does not bestow etherealness.

Nightmare
SizeAndType: Large Outsider (Evil)
HitDice: 6d8+18 (45)
Initiative: +6 (+2 Dex, +4 Improved Initiative)
Speed: 40 ft., fly 90 ft. (good)
ArmorClass: 24 (-1 size, +2 Dex, +13 natural)
Attacks: 2 hooves +9 melee, bite +4 melee
Damage: Hoof 1d8+4 and 1d4 fire, bite 1d8+2
FaceAndReach: 5 ft. by 10 ft./5 ft.
SpecialAttacks: Flaming hooves, smoke
SpecialQualities: Astral projection, etherealness
Saves: Fort +8, Ref +7, Will +6
Abilities: Str 18, Dex 15, Con 16, Int 13, Wis 13, Cha 12
Skills: Intuit Direction +10, Listen +12, Move Silently +11,Search +10, Sense Motive +10, Spot +12
Feats: Alertness, Improved Initiative
ClimateAndTerrain: Any land and underground
Organization: Solitary
ChallengeRating: 5
Treasure: None
Alignment: Always neutral evil
Advancement: 7-10 HD (Large); 11-18 HD (Huge)
Description
General
Combat

Nightmares do battle by biting with their viperish fangs and kicking with their powerful legs. A nightmare can fight while mounted, but the rider cannot also fight unless he or she succeeds at a Ride check.

Special Ability

Flaming Hooves (Su): A blow from a nightmare's hooves sets combustible materials alight.

Special Ability

Smoke (Su): During the excitement of battle, a nightmare often snorts and neighs with rage. This fills a 15-foot cone with a hot, sulfurous smoke that chokes and blinds opponents. Anyone in the cone must succeed at a Fortitude save (DC 16) or suffer a -2 morale penalty to all attack and damage rolls until 1d6 minutes after they leave the cone. The nightmare gains one-half concealment against creatures 5 feet away and total concealment against creatures 10 feet away. The smoke does not obscure the nightmare's vision at all. The nightmare can suppress the smoke as a free action.

Special Ability

Astral Projection and Etherealness (Su): These function just like the spells of the same names as cast by a 20th-level sorcerer.

Carrying Capacity: A light load for a nightmare is up to 300 pounds; a medium load, 301-600 pounds; and a heavy load, 601-900 pounds.

Nymph
SizeAndType: Medium-Size Fey
HitDice: 3d6 (10)
Initiative: +1 (Dex)
Speed: 30 ft., swim 20 ft.
ArmorClass: 11 (+1 Dex)
Attacks: Dagger +1 melee
Damage: Dagger 1d4
FaceAndReach: 5 ft. by 5 ft./5 ft.
SpecialAttacks: Blinding beauty, unearthly beauty
SpecialQualities: Spell-like abilities
Saves: Fort +1, Ref +4, Will +8
Abilities: Str 10, Dex 13, Con 10, Int 16, Wis 17, Cha 19
Skills: Animal Empathy +10, Craft (any one) or Knowledge (anyone) +7, Escape Artist +7, Heal +9, Hide +7, Listen +11, Move Silently +7, Sense Motive +9, Spot +11
Feats: Ability Focus (unearthly beauty), Alertness, Dodge, IronWill
ClimateAndTerrain: Any land
Organization: Solitary
ChallengeRating: 6
Treasure: Standard
Alignment: Always chaotic good
Advancement: 4-9 HD (Medium-size)
Description
General

Nymphs speak Sylvan and Common.

Special Ability

Blinding Beauty (Su): This ability operates continuously, affecting all humanoids within 60 feet of the nymph. Those who look directly at the nymph must succeed at a Fortitude save (DC 15) or be blinded permanently as though by the blindness spell. The nymph can suppress or resume this ability as a free action.

Special Ability

Unearthly Beauty (Su): The nymph can evoke this ability once every 10 minutes. Those within 30 feet of the nymph who look directly at it must succeed at a Will save (DC 17) or die.

Special Ability

Spell-Like Abilities: Nymphs can use dimension door once per day as cast by a 7th-level sorcerer. They can also replicate druid spells as 7th-level casters (save DC 13+ spell level).

Naga:Water Naga
SizeAndType: Large Aberration (Aquatic)
HitDice: 7d8+28 (59)
Initiative: +1 (Dex)
Speed: 30 ft., swim 50 ft.
ArmorClass: 15 (-1 size, +1 Dex, +5 natural)
Attacks: Bite +7 melee
Damage: Bite 2d6+4 and poison
FaceAndReach: 5 ft. by 5 ft. (coiled)/10 ft.
SpecialAttacks: Poison, spells
Saves: Fort +6, Ref +5, Will +8
Abilities: Str 16, Dex 13, Con 18, Int 10, Wis 17, Cha 15
Skills: Concentration +12, Listen +10, Spellcraft +8, Spot +10
Feats: Lightning Reflexes
ClimateAndTerrain: Temperate and warm aquatic and underground
Organization: Solitary or nest (2-4)
ChallengeRating: 7
Treasure: Standard
Alignment: Usually neutral
Advancement: 8-10 HD (Large); 11-21 HD (Huge)
Description
General
Special Ability

Poison (Ex): Bite, Fortitude save (DC 17); initial and secondary damage 1d8 temporary Constitution.

Special Ability

Spells: Water nagas cast spells as 7th-level sorcerers but never use fire spells.

Naga:Spirit Naga
SizeAndType: Large Aberration
HitDice: 9d8+36 (76)
Initiative: +1 (Dex)
Speed: 40 ft.
ArmorClass: 16 (-1 size, +1 Dex, +6 natural)
Attacks: Bite +9 melee
Damage: Bite 2d6+6 and poison
FaceAndReach: 5 ft. by 5 ft. (coiled)/10 ft.
SpecialAttacks: Poison, charming gaze, spells
Saves: Fort +7, Ref +6, Will +9
Abilities: Str 18, Dex 13, Con 18, Int 12, Wis 17, Cha 17
Skills: Concentration +13, Listen +15, Spellcraft +10, Spot +15
Feats: Alertness, Lightning Reflexes
ClimateAndTerrain: Temperate and warm land and underground
Organization: Solitary or nest (2-4)
ChallengeRating: 9
Treasure: Standard
Alignment: Usually chaotic evil
Advancement: 10-13 HD (Large); 14-27 HD (Huge)
Description
General
Special Ability

Poison (Ex): Bite, Fortitude save (DC 18); initial and secondary damage 1d8 temporary Constitution.

Special Ability

Charming Gaze (Su): As charm person, 30 feet, Will save (DC 17).

Special Ability

Spells: Spirit nagas cast spells as 7th-level sorcerers, and can also cast cleric spells and spells from the domains of Chaos and Evil as arcane spells.

Naga:Dark Naga
SizeAndType: Large Aberration
HitDice: 9d8+18 (58)
Initiative: +2 (Dex)
Speed: 40 ft.
ArmorClass: 14 (-1 size, +2 Dex, +3 natural)
Attacks: Sting +7 melee, bite +2 melee
Damage: Sting 2d4+2 and poison, bite 1d4+1
FaceAndReach: 5 ft. by 5 ft. (coiled)/10 ft.
SpecialAttacks: Poison, detect thoughts, spells
SpecialQualities: Poison immunity, guarded thoughts, charm resistance
Saves: Fort +5, Ref +7, Will +8
Abilities: Str 14, Dex 15, Con 14, Int 16, Wis 15, Cha 17
Skills: Bluff +9, Concentration +13, Listen +11, Sense Motive +8, Spellcraft +12, Spot +11
Feats: Alertness, Combat Casting, Dodge, Lightning Reflexes
ClimateAndTerrain: Temperate and warm land and underground
Organization: Solitary or nest (2-4)
ChallengeRating: 8
Treasure: Standard
Alignment: Usually lawful evil
Advancement: 10-13 HD (Large); 14-27 HD (Huge)
Description
General
Special Ability

Detect Thoughts (Su): A dark naga can continuously detect thoughts as the spell cast by a 9th-level sorcerer (DC 15). This ability is always active.

Special Ability

Poison (Ex): Sting, Fortitude save (DC 16) or lapse into a nightmare-haunted sleep for 2d4 minutes.

Special Ability

Guarded Thoughts (Ex): Dark nagas are immune to any form of mind reading.

Special Ability

Charm Resistance (Ex): Dark nagas receive a +2 racial bonus to saving throws against all charm effects (not included in the statistics block).

Special Ability

Spells: Dark nagas cast spells as 7th-level sorcerers.

Naga:Guardian Naga
SizeAndType: Large Aberration
HitDice: 11d8+44 (93)
Initiative: +2 (Dex)
Speed: 40 ft.
ArmorClass: 18 (-1 size, +2 Dex, +7 natural)
Attacks: Bite +12 melee
Damage: Bite 2d6+7 and poison
FaceAndReach: 5 ft. by 5 ft. (coiled)/10 ft.
SpecialAttacks: Poison, spit, spells
Saves: Fort +7, Ref +7, Will +11
Abilities: Str 21, Dex 14, Con 19, Int 16, Wis 19, Cha 18
Skills: Bluff +12, Concentration +15, Listen +13, Sense Motive +13, Spellcraft +11, Spot +13
Feats: Alertness, Combat Casting, Dodge, Lightning Reflexes, Spell Focus (any one school)
ClimateAndTerrain: Temperate and warm land and underground
Organization: Solitary or nest (2-4)
ChallengeRating: 10
Treasure: Standard
Alignment: Usually lawful good
Advancement: 12-16 HD (Large); 17-33 HD (Huge)
Description
General
Special Ability

Poison (Ex): Bite, Fortitude save (DC 19); initial and secondary damage 2d8 temporary Constitution.

Special Ability

Spit (Ex): A guardian naga can spit its venom up to 30 feet as a standard action. The attack ignores armor and has no range increment. Opponents hit by this attack must attempt saves against the naga's poison, as above.

Special Ability

Spells: Guardian nagas cast spells as 9th-level sorcerers, and can also cast cleric spells and spells from the Good and Law domains as arcane spells.

Nightshade:Nightwing
SizeAndType: Huge Undead
HitDice: 17d12 (110)
Initiative: +8 (+4 Dex, +4 Improved Initiative)
Speed: 20 ft., fly 60 ft. (good)
ArmorClass: 28 (-2 size, +4 Dex, +16 natural)
Attacks: Bite +15 melee
Damage: Bite 2d6+13 and transformation
FaceAndReach: 20 ft. by 10 ft./10 ft.
SpecialAttacks: Nightshade abilities, magic drain
SpecialQualities: Undead, nightshade abilities
Saves: Fort +5, Ref +9, Will +15
Abilities: Str 29, Dex 18, Con -, Int 20, Wis 20, Cha 18
Skills: Concentration +16, Intuit Direction +19, Listen +22, Move Silently +20, Spellcraft +19, Spot +22
Feats: Alertness, Blind-Fight, Combat Casting, Combat Reflexes, Dodge, Flyby Attack, Improved Critical (bite), Improved Initiative, (slam), Power Attack
ClimateAndTerrain: Any land and underground
Organization: Solitary, pair, or flock (3-6)
ChallengeRating: 14
Treasure: Standard
Alignment: Always chaotic evil
Advancement: 18-25 HD (Huge); 26-51 HD (Gargantuan)
Description
General
Special Ability

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.

Special Ability

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.

Special Ability

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).

Special Ability

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.

Special Ability

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.

Special Ability

Cold Immunity (Ex): Nightshades suffer no damage from cold.

Special Ability

Resistances (Ex): Nightshades have acid, fire, and electricity resistance 50.

Special Ability

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.

Special Ability

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.

Special Ability

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.

Special Ability

Telepathy (Su): Nightshades can communicate telepathically with any creature within 100 feet that has a language.

Special Ability

Damage Reduction (Su): All nightshades have damage reduction 25/+3.

Special Ability

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.

Nightshade:Nightwalker
SizeAndType: Huge Undead
HitDice: 21d12 (136)
Initiative: +6 (+2 Dex, +4 Improved Initiative)
Speed: 40 ft., fly 20 ft. (poor)
ArmorClass: 26 (-2 size, +2 Dex, +16 natural)
Attacks: 2 slams +20 melee
Damage: Slam 2d6+12
FaceAndReach: 10 ft. by 10 ft./15 ft.
SpecialAttacks: Nightshade abilities, crush item, evil gaze
SpecialQualities: Undead, nightshade abilities
Saves: Fort +7, Ref +9, Will +17
Abilities: Str 35, Dex 14, Con -, Int 20, Wis 20, Cha 18
Skills: Concentration +19, Hide +12*, Listen +22, Move Silently +19, Spellcraft +19, Spot +22
Feats: Alertness, Blind-Fight, Cleave, Combat Casting, Combat Reflexes, Great Cleave, Improved Critical Improved Initiative, Power Attack, Sunder
ClimateAndTerrain: Any land and underground
Organization: Solitary, pair, or gang (2-4)
ChallengeRating: 16
Treasure: Standard
Alignment: Always chaotic evil
Advancement: 22-31 HD (Huge); 32-63 HD (Gargantuan)
Description
General
Special Ability

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.

Special Ability

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.

Special Ability

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).

Special Ability

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.

Special Ability

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.

Special Ability

Cold Immunity (Ex): Nightshades suffer no damage from cold.

Special Ability

Resistances (Ex): Nightshades have acid, fire, and electricity resistance 50.

Special Ability

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.

Special Ability

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.

Special Ability

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.

Special Ability

Telepathy (Su): Nightshades can communicate telepathically with any creature within 100 feet that has a language.

Special Ability

Damage Reduction (Su): All nightshades have damage reduction 25/+3.

Special Ability

Crush Item (Su): A nightwalker can destroy any weapon or item of Large size or smaller (even magic ones, but not artifacts) by picking it up and crushing it between its hands. This is a standard action. The nightshade must make a successful disarm attack to grab an item held by an opponent.

Special Ability

Evil Gaze (Su): Curse, 30 feet, Will save (DC 24). Cursed opponents suffer a -4 morale penalty to all attack rolls, checks, and saving throws. Dispel evil or remove curse eliminates the effect.

Skills: *When hiding in a dark area, a nightwalker receives a +8 racial bonus to Hide checks.

Nightshade:Nightcrawler
SizeAndType: Gargantuan Undead
HitDice: 25d12 (162)
Initiative: +4 (Improved Initiative)
Speed: 30 ft., burrow 60 ft.
ArmorClass: 28 (-4 size, +22 natural)
Attacks: Bite +25 melee, sting +20 melee
Damage: Bite 4d6+17, sting 2d8+8 and poison
FaceAndReach: 30 ft. by 30 ft. (coiled)/10 ft.
SpecialAttacks: Nightshade abilities, improved grab, swallow whole, energy drain, poison
SpecialQualities: Undead, nightshade abilities, tremorsense
Saves: Fort +8, Ref +8, Will +21
Abilities: Str 45, Dex 10, Con -, Int 20, Wis 20, Cha 18
Skills: Concentration +18, Intuit Direction +7, Listen +22, Move Silently +20, Spellcraft +17, Spot +22
Feats: Alertness, Blind-Fight, Combat Casting, Improved Critical (bite), Improved Critical (sting), Improved Initiative, Iron Will Power Attack
ClimateAndTerrain: Any land and underground
Organization: Solitary or pair
ChallengeRating: 18
Treasure: Standard
Alignment: Always chaotic evil
Advancement: 26-75 HD (Colossal)
Description
General
Special Ability

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.

Special Ability

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.

Special Ability

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.

Special Ability

Poison (Ex): Sting, Fortitude save (DC 22); initial and secondary damage 2d6 temporary Strength.

Special Ability

Tremorsense (Ex): A nightcrawler can automatically sense the location of anything within 60 feet that is in contact with the ground.

Special Ability

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.

Special Ability

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.

Special Ability

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).

Special Ability

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.

Special Ability

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.

Special Ability

Cold Immunity (Ex): Nightshades suffer no damage from cold.

Special Ability

Resistances (Ex): Nightshades have acid, fire, and electricity resistance 50.

Special Ability

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.

Special Ability

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.

Special Ability

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.

Special Ability

Telepathy (Su): Nightshades can communicate telepathically with any creature within 100 feet that has a language.

Special Ability

Damage Reduction (Su): All nightshades have damage reduction 25/+3.