NightwingCR 14

Always CE Huge Undead (Extraplanar)

Init +8; Senses darkvision 60 ft.; Listen +25, Spot +25

Languages —; telepathy 100 ft.

AC 30, touch 12, flat-footed 26; Dodge
(−2 size, +4 Dex, +18 natural)

hp 144 (17 HD); DR 15/silver and magic

Immune cold

SR 27

Fort +9, Ref +11, Will +17

Speed 20 ft., fly 60 ft. (good)

Melee Bite +18 (2d6+17/19-20 plus magic drain)

Space 15 ft.; Reach 10 ft.

Base Atk +8; Grp +28

Atk Options Combat Reflexes, Flyby Attack

Special Actions summon undead

Spell-like Abilities (CL 17):

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)

The save DCs are Charisma-based

Abilities Str 31, Dex 18, Con -, Int 18, Wis 20, Cha 18

SQ aversion to daylight, undead traits

Feats Combat Reflexes, Dodge, Flyby Attack, Great Fortitude, Improved Critical (bite), Improved Initiative

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)

Advancement 18-25 HD (Huge); 26-34 HD (Gargantuan)

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 Fortitude 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.

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.