Sharner Kobold Sharner Kobold

 

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The Old NightDie Alte Nacht

Die Alte Nacht ist die älteste Nachtschwinge Faerûns. Sie existiert seit Shar ihr Reich auf der Schatteneben erschaffen hat. Einer der mächtigsten Anhänger Shars, der mächtige Quasi-Gott Volumvax Sciagraph(1), erlangte die ewigen Dienste der Alten Nacht als besondere Gunst von Shar. Er soll hierfür den Auserwählten Selunes in einen Hinterhalt gelockt und getötet haben. Die Alte Nacht dient Volumvax Sciagraph als Reittier und Wächter seines Reiches, der Adumbral Calyx(1).

 

The Old Night

Gargantuan Undead (Extraplanar)

Hit Dice: 29d12+58 (246 hp)

Initiative: +12

Speed: 20 ft. (4 squares), fly 60 ft. (average)

Armor Class: 39 (–4 size, +4 Dex, +29 natural) touch 10, flat-footed 39

Base Attack/Grapple: +14/+26

Attack: Bite +26 melee (3d6+21/19–20 plus magic drain)

Full Attack: Bite +26 melee (3d6+21/19–20 plus magic drain)

Space/Reach: 20 ft./15 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 41, telepathy 100 ft., undead traits

Saves: Fort +13, Ref +15, Will +23

Abilities: Str 38, Dex 18, Con —, Int 18, Wis 20, Cha 22

Skills: Concentration+32, Diplomacy+14, Hide+36(2), Listen+30, MS+36, Search+30, SM+30, Spellcraft+34, Spot+30, Survival+20/+22 following tracks

Feats: Combat Reflexes, Dodge, Fly-by Attack, Great Fortitude, Improved Critical „Melee“, Improved Initiative, Quicken Spell-like Ability (Cone of Cold)

Epic Feats: Improved Spell Resistance, Superior Initiative, Improved Darkvision

Environment: Plane of Shadow (The Adumbral Calyx)

Organization: Solitary

Challenge Rating: 20

Treasure: nil

Alignment: chaotic evil

 

The Old Night is an ancient Nightwing. She exists to protect the Adumbral Calyx.

The Old Night has a wingspan of about 80 feet and weighs about 20,000 pounds.

 

Combat

The Old Night prowl the night sky above the Adumbral Calyx and dives onto any intruders.

 

The Old Nights natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.

 

Magic Drain (Su): The Old Night can weaken magic armor, weapons, and shields by making a successful touch attack. The targeted item must succeed on a DC 30 Fortitude save or lose 2 points 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 35 caster level check.

 

Spell-Like Abilities: At will—contagion (DC 20), deeper darkness, detect magic, greater dispel magic, haste, see invisibility, unholy blight (DC 20); 3/day—confusion (DC 20), cone of cold (DC 21), hold monster (DC 21), invisibility; 1/day— finger of death (DC 23), mass hold monster (DC 29), plane shift (DC 21). Caster level 29th. The save DCs are Charisma-based.

 

Summon Undead (Su): The Old Night can summon undead creatures once per night or once if she is on the plane of shadows: 9–16 shadows, 3–6 greater shadows, or 2-4 dread wraith. The undead arrive in 1d10 rounds and serve for 1 hour or until released.

 

Aversion to Daylight (Ex): If exposed to natural daylight (not merely a daylight spell), nightshades take a –4 penalty on all attack rolls, saving throws, and skill checks.

 

Desecrating Aura (Su): The Old Night gives off a 40-footradius emanation of utter desecration, imbuing their surroundings with negative energy. This ability works much like a desecrate spell, except that the nightshade’s evil is so great that it is treated as the shrine of an evil power. All undead within 40 feet of the nightshade (including the creature itself ) gain a +2 profane bonus on attack rolls, damage rolls, and saving throws, and +2 hit points per HD. (The nightshade Hit Dice, attack, and save entries given here include these profane bonuses.) Charisma checks made to turn undead within this area take a –6 penalty.

 

A nightshade’s desecrating aura cannot be dispelled except by a dispel evil spell or similar effect. If the effect is dispelled, the nightAversion to Daylight (Ex): If exposed to natural daylight (not merely a daylight spell), nightshades take a –4 penalty on all attack rolls, saving throws, and skill checks.

 

Skills: (2)When hiding in a dark area or flying in a dark sky, a nightwing gains a +8 racial bonus on Hide checks.

 

(1)Nähere Informationen zu Volumvax Sciagraph finden sich in dem Supplement Faith&Pantheons.

 

 

© 2006 by David "Zechi" Zechmeister