Nightsoul (3.5e Creature)

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Nightsoul[edit]

Nightsoul (Corporeal) Nightsoul (Incorporeal)
Size/Type: Medium Outsider (Native) Medium Outsider (Incorporeal, Native)
Hit Dice: 6d8 -6 (21 hp) 6d8 -6 (21 hp)
Initiative: +3 +3
Speed: 30ft (6 squares) 30ft (6 squares), fly 40ft (perfect)
Armor Class: 17 (+3 Dex, +4 natural), touch 13, flat-footed 14 17 (+3 Dex, +4 deflection), touch 17, flat-footed 14
Base Attack/Grapple: +6/+5 +6/—
Attack: Bite +9 melee (1d4-1 plus Taint) Incorporeal touch +9 melee (Taint)
Full Attack: Bite +9 melee (1d4-1 plus Taint) Incorporeal touch +9 melee (Taint)
Space/Reach: 5ft/5ft 5ft/5ft
Special Attacks: Spell-like abilities, Touch of Taint Spell-like abilities, Touch of Taint
Special Qualities: Excessive Taint, Incorporeal, Nightblessing Excessive Taint, Incorporeal
Saves: Fort +4, Ref +8, Will +7 Fort +4, Ref +8, Will +7
Abilities: Str 8, Dex 16, Con 8, Int 13, Wis 15, Cha 18 Str —, Dex 16, Con 8, Int 13, Wis 15, Cha 18
Skills: Diplomacy +13, Hide +12, Intimidate +13, Knowledge (religion) +10, Move Silently +12, Listen +11, Search +10, Spellcraft +10, Spot +11 Diplomacy +13, Hide +12, Intimidate +13, Knowledge (religion) +10, Move Silently +12, Listen +11, Search +10, Spellcraft +10, Spot +11
Feats: CorpsecrafterLM, Necromantic PresenceLM, Surge of MalevolenceHH, Weapon FinesseS CorpsecrafterLM, Necromantic PresenceLM, Surge of MalevolenceHH, Weapon FinesseS
Environment: Any Any
Organization: Solitary (1 plus 5-12 zombies or skeletons) Solitary (1 plus 5-12 zombies or skeletons)
Challenge Rating: 9 9
Treasure: Normal Normal
Alignment: Usually Lawful, Always Evil Usually Lawful, Always Evil
Advancement: As per character class As per character class
Level Adjustment: +7 +7


Combat[edit]

Spell-like abilities: At-will—Animate Dead, Spectral Hand; 3/day—Command Undead (DC 16), Create Undead; 1/day—Control Undead (DC 21), Create Greater Undead. Caster level 15th or equal to its HD (choose the higher); Save DC are Charisma-based.

Touch of Taint (Su): Anyone struck by a Nightsoul, or who physically touches a Nightsoul, must succeed on a Fortitude save (DC 17) or gain one corruption point. It must also succeed on a Will save (same DC) or gain one depravity point. Saves DC are Charisma-based.

Excessive Taint (Ex): The Nightsoul has both corruption and depravity scores equal to its HD +5 (11 points for a normal Nightsoul). It takes no ill effects from taint.

Incorporeality (Su): The Nightsoul can change from corporeal to incorporeal at will as a free action. When in an Antimagic Field, it is always corporeal.

Nightblessing (Su): At night, the Nightsoul gains a deflection bonus to its armor class and a competence bonus to its attack rolls and its skills checks, both equal to its Charisma modifier. This quality is disabled by spells with the Light descriptor of 3rd level or beyond. It is not included in the above statistics.

Strategies and Tactics[edit]

Sample Encounters[edit]

Ecology[edit]

Environment:

Typical Physical Characteristics: Nightsouls looks exactly like humans. In intangible form, they are sometimes confused with spectres, although they are living beings. They are considered of these races for disguise checks.

Alignment: Good or Neutral Nightsouls are almost unheard of : if they aren't inherently Evil, their powers are, and the power is known to corrupt. They create and trade with undead, shadows and spectres in particular. Likewise, they are creatures of taint. Their power upon darkness, however, isn't really evil nor good, depending of who is asked.

Lore[edit]

Society[edit]

Sample Lair[edit]

Typical Treasure[edit]

For Player Characters[edit]

Nightsouls As Characters[edit]

Nightsouls With Class Levels[edit]

Advanced Nightsouls[edit]

The Excessive taint of a Nightsoul increases with its level, as well as the DC of its Touch of Taint. Otherwise, nothing to note.



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