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Pathfinder

Compendium

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Nightwave

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The most powerful of the known types of nightshade is the ravenous nightwave, an unholy personification of the remorseless gluttony of death given the form of a shark the size of the largest whales. Although the nightwave is most at home in the ocean's deeps, it has no need to breathe, and its constant fly spell-like ability allows it to bring ruin above the waves as the need presents itself.

A nightwave is 100 feet long and weighs 200 tons.

Special Abilities

Blackest Depths (Su) The waters in which a nightwave swims become as chill, dark, and heavy as those in the ocean ' S deepest reaches. All waters within 60 feet are completely dark (as Deeper darkness ), and creatures within this radius take 6d6 points of damage (half Cold , half bludgeoning) at the end of their turn each round if they remain in the area at this time. A DC 31 Fortitude save negates the crushing damage. Incorporeal Creatures and creatures with the Aquatic Or water subtypes Native To deep waters do not take this damage, and Freedom of movement Protects completely against the damage. Any magical light effect within this radius at the beginning of the nightwave ' S turn is dispelled (treat as Greater dispel magic ). This effect does not extend out of the water. The save DC is Charisma-based.

Energy Drain (Su) A creature that has been swallowed whole by a nightwave gains 2 negative levels each round.

Attributes

AC
36, Touch 5, Flat-footed 33 (+3 Dex, +31 Natural, -8 Size)
Alignment
Ce
Aura
Blackest Depths (60 Ft.), Desecrating Aura (30 Ft.)
Base Atk
+21
CMB
+48 (+52 Grapple)
CMD
61 (Can't Be Tripped)
CR
CR 20
Cha
25
Con
&Mdash;
Creature Type
Undead (Aquatic, Extraplanar, Nightshade)
DR
15/good And Silver
Dex
16
Environment
Any (Negative Energy Plane)
Feats
Combat Reflexes , Command Undead , Critical Focus , Greater Vital Strike , Improved Bull Rush , Improved Critical (Bite, Tail Slap), Improved Initiative , Improved Vital Strike , Iron Will , Lightning Reflexes , Power Attack , Quicken Spell-like Ability ( Cone Of Cold ), Staggering Critical , Vital Strike
Fort
+18
HP
391 (29d8+261)
Immune
Cold , Undead Traits
Init
Ce Colossal Undead ( Aquatic , Extraplanar , Nightshade ) +7
Int
22
Languages
Abyssal, Common, Infernal; Telepathy 100 Ft.
Melee
Bite +35 (5d10+22/19-20 Plus 4d6 Cold , Energy Drain, And Grab ), Tail Slap +30 (4d8+12/19-20 Plus 4d6 Cold )
Organization
Solitary
Racial Modifiers
+8 Stealth In Dim Light And Darkness
Reach
30 Ft.
Ref
+16
Senses
Darksense, Darkvision 120 Ft., Detect Magic , Low-light Vision; Perception +37
Size
Colossal
Skills
Fly +31, Intimidate +39, Knowledge (Arcana) +38, Knowledge (Planes) +35, Knowledge (Religion) +38, Perception +37, Sense Motive +37, Spellcraft +38, Stealth +19 (+27 In Darkness), Swim +59
Space
30 Ft.
Special Attacks
Channel Energy (10d6, Dc 33, 10/day), Energy Drain (2 Levels, Dc 31), Swallow Whole (5d10+28 Bludgeoning Plus Energy Drain, Ac 25, 39 Hp)
Speed
Fly 60 Ft. (Good), Swim 60 Ft.
Spell Resistance
29
Spell-Like Abilities
(Cl 20th; Concentration +27) Constant— Detect Magic , Magic Fang , See Invisibility At Will— Confusion (Dc 21), Contagion (Dc 21), Deeper Darkness , Greater Dispel Magic , Invisibility , Unholy Blight (Dc 21) 3/day—quickened Cone Of Cold (Dc 22), Finger Of Death (Dc 24), Haste , Hold Monster (Dc 22) 1/day— Mass Hold Monster (Dc 26), Plane Shift (Dc 24), Summon (Level 9, 1 Nightwing), Wail Of The Banshee (Dc 26)
Str
49
Treasure
Standard
Weaknesses
Light Aversion
Will
+25
Wis
21
XP
307,200
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