Nightwalker (3.5e Template)
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Nightwalkers are human-shaped horrors that haunt the darkness.
Creating a Nightwalker
Any race except entities that are already shadow plane touched (such as the Shadow Grafted process) or an Outsider from that plane of shadow, constructs, undead, and other non-living beings, with the exception of flesh golems that were altered or purely comprised from altered components.
Size and Type
Increase one size category. Add subtype(outsider. native) or subtype(outsider) if they were already an outsider from the plane of shadows.
Add 16d12 racial HD to the base creature's HD.
Equal to the base creatures base land speed +20 ft.
Nightwalker gains a Deflection Bonus to AC equal to the base creature's HD/2 (minimum +1, round down) while in shadows.
While in shadows, Nightwalker gains a bonus to all attack rolls equal to the base creature's HD/2 (minimum +1, round down). The base creature retains the ability to use manufactured weapons. It also gains Slam (2d6+STR).
All existing Extraordinary, Supernatural, and Spell-like abilities remain unchanged. Add the following to the base creature's Spell like abilities:
Evil Gaze (Su): Fear, 30 feet. A creature that meets the nightwalker’s gaze must succeed on a DC 24 Will save or be paralyzed with fear for 1d8 rounds. Whether or not the save is successful, that creature cannot be affected again by the same nightshade’s gaze for 24 hours. This is a mind-affecting fear effect. The save DC is Charisma-based.
Spell-Like Abilities: At will—contagion (DC 18), deeper darkness, detect magic, greater dispel magic, haste, see invisibility, and unholy blight (DC 18); 3/day—confusion (DC 18), hold monster (DC 19), invisibility; 1/day—cone of cold (DC 19), finger of death (DC 21), plane shift (DC 21). Caster level 21st. The save DCs are Charisma-based.
Summon Undead (Su): A nightwalker can summon undead creatures once per night: 7–12 shadows, 2–5 greater shadows, or 1–2 dread wraiths. The undead arrive in 1d10 rounds and serve for 1 hour or until released.
Add the following to the base creature's special qualities:
No Metabolism(Ex):a shade doesn't have a metabolism and doesn't need to eat, sleep, or breathe, nor does it age. A shade gains all the appropriate immunities one would have for not having a metabolism, such as immunity to fatigue, exhaustion, ingested poisons, death from aging, etc.
Fast Healing(Ex): The shade gains fast healing equal to the base creature's HD/4 (minimum +1, round down). This fast healing only applies when the shade is in a shadowy area.
Shadow Jump(Ex): The shade can travel through the essence of shadow, pulling him through an entirely different dimension to instantaneously arrive at its destination. While in a shadowy area, the shade may teleport, with nothing more than a thought, to another shadowy area it sees within 120 ft of its current location. The Shade must have line of sight to the destination to use this ability, and it is activated as a free action. This can be used once per day per three HD of the base creature (Minimum 1, round down)
Darkvision(Ex):The shade gains 120 ft darkvision. Needless to say, this only works while the shade is in a shadowy or darker area.
Increase from the base creature as follows: Str +10, Int +10, Wis +10, Cha +8.
The Nightwalker gains + 8 to Concentration, Knowledge (arcana), Listen, Search, Sense Motive and Spellcraft checks. While in shadows she gains +10 to Hide and Move Silently checks.
Nightwalkers gains Dodge, Mobility, Spring Attack, Lightning Reflexes, Improved Initiative, and Combat Reflexes as bonus feats.
Base creature +10.
By character class.