Nightshades are powerful undead creatures composed of darkness and evil. They have enhanced physical abilities and traits like vulnerability to radiant damage and immunity to mind effects. As Nightshades level up, they gain additional natural attacks, spell-like abilities, and can take on more powerful shadowmorph forms to further enhance their powers and size. Their highest form is the Shifting Shadowmorph which allows transformative abilities.
Nightshades are powerful undead creatures composed of darkness and evil. They have enhanced physical abilities and traits like vulnerability to radiant damage and immunity to mind effects. As Nightshades level up, they gain additional natural attacks, spell-like abilities, and can take on more powerful shadowmorph forms to further enhance their powers and size. Their highest form is the Shifting Shadowmorph which allows transformative abilities.
Nightshades are powerful undead creatures composed of darkness and evil. They have enhanced physical abilities and traits like vulnerability to radiant damage and immunity to mind effects. As Nightshades level up, they gain additional natural attacks, spell-like abilities, and can take on more powerful shadowmorph forms to further enhance their powers and size. Their highest form is the Shifting Shadowmorph which allows transformative abilities.
Nightshades are powerful undead creatures composed of darkness and evil. They have enhanced physical abilities and traits like vulnerability to radiant damage and immunity to mind effects. As Nightshades level up, they gain additional natural attacks, spell-like abilities, and can take on more powerful shadowmorph forms to further enhance their powers and size. Their highest form is the Shifting Shadowmorph which allows transformative abilities.
Nightshades are powerful undead composed of equal parts Armor: none
darkness and absolute evil. Weapons: simple weapons Tools: None Nightshade Traits Saving Throws: Intelligence, Charisma Your Nightshade character has a number of traits in common Skills: Choose two from Sleight of Hand, Arcana, Insight, with all other Nightshade. Intimidation, Deception, Persuasion Ability Score Increase. Your Strength is increased by 4 and Equipment your Wisdom and Charisma are increased by 2, however as You do not start with any additional equipment, other than an undead, you do not have a Constitution score. the equipment granted by your background. Age. An Nightshade reaches adulthood at the age of 60 and are ageless beyond that. Alignment. Nightshade are creatures of shadow and darkness, and nearly all are evil. The Nightshade Size. A Nightshades base size is based on its level as detailed below Base Speed. A Nightshades base speed is based on its size and Level Features Size Speed level as detailed below 1st Natural attacks, Nightshadow Small 25 ft Sunlight Weakness. While in sunlight, the shadow has shadowmorph disadvantage on attack rolls, ability checks, and saving throws. 2nd Desecrating Aura Small 25 ft Vulnerability. Nightshades are vulnerable to (take double 3rd Spell-Like Abilities Small 25 ft damage from) radiant damage. 4th Ability Score Improvement Medium 30 ft Undead Nature. Due to your undead nature, all of the following apply to you: 5th Cold Resistance Medium 30 ft
You don't require air, food, drink, or sleep. 6th Medium 30 ft
You are immune to mind influencing effects 7th Spell-Like Abilities Medium 35 ft You are immune poison, sleep effects, paralysis, stun, and 8th Ability Score Improvement Large 35 ft disease You are not subject to critical hits, ability drain, or energy 9th Nightwing shadowmorph Large 35 ft drain. 10th Cold Immunity Large 40 ft You are also not subject to fatigue or exhaustion. You are immune to instant death effects but when reduced 11th Spell-Like Abilities Large 40 ft to 0 hit points or less, you are immediately destroyed. 12th Ability Score Improvement Large 40 ft You Cannot heal damage using positive energy. Negative 13th Large 45 ft energy (such as an inflict spell) can heal undead creatures, but positive energy causes you harm. 14th Spell-Like Abilities Large 45 ft
Shadow Stealth. While in dim light or darkness, the 15th Large 45 ft
Nightshade can take the Hide action as a bonus action. 16th Ability Score Improvement, Huge 50 ft Solidified Shadow. While in dim light or darkness you gain Nightwalker shadowmorph a natural armor bonus equal to half your racial level. 17th Spell-Like Abilities Huge 50 ft Darkvision. Nightshades possess darkvision to a range of 100 feet. 18th Ability Score Improvement, Nightcrawler shadowmorph Gargantuan 60 ft Languages. Nightshades can read and understand all forms of communication; however, they communicate with 19th Spell-Like Abilities Gargantuan 50 ft others by telepathy. 20th Ability Score Improvement, Gargantuan 50 ft Shifting Shadowmorph Class Features As an Nightshades, you gain the following racial class features Natural Attacks Hit Points Hit Dice: 1d12 plus 2 per Nightshade racial level You gain natural attacks which vary as per the following Hit Points at 1st Level: 12 plus 2 chart, based on your current shadowmorph form. Hit Points at Higher Levels: 1d12 (or 9) plus 2 per Nightshade racial level after 1st Proficiencies Armor: Natural Attacks When you reach 4th level, and again at 8th, 12th, 16th, 18th, Number of and 20th, you gain 2 to strength and 2 to any other ability form Attack Type Attacks score of your choice. Nightshadow claw (1d6) 1 Your maximum strength ability score limited based on your current shadowmorph, rather than to the standard 20. Nightwing bite (2d6 plus magic drain) 1 Strength Score Maximum Nightwalker slam (2d6) 2 Form Maximum Nightcrawler bite (4d6), sting (2d8 plus 2 poison) Nightshadow 20 Nightwing 30 Nightshadow shadowmorph Nightwalker 35 Beginning at 1st level, you can move through a space as Nightcrawler 45 narrow as 1 inch wide without squeezing. The Nightshadow shadowmorph cannot grow beyond large Cold Resistance size. Beginning at 5th level, you are resistant to all cold damage. Desecrating Aura Starting at 2nd level, you give off an aura of utter desecration Nightwing shadowmorph based on your size, imbuing your surroundings with negative Beginning at 9th level, you can choose to permanently gain energy. This ability works much like a desecrate spell, except wings and a flight speed equal to twice your base movement that your evil is so great that it is treated as the shrine of an speed by taking on the mantle of the Nightwing. When you evil power. All undead within the your aura (including you) gain the Nightwing Shadowmorph, you lose the benefits of gain advantage on attack rolls, damage rolls, and saving any previous shadowmorph abilities. throws. Additionally, all undead in the area other than you The Nightshadow shadowmorph cannot grow beyond huge gain 2 temporary hit points per HD. size. Charisma checks made to turn undead within this area have disadvantage. Magic Drain Your desecrating aura cannot be dispelled except by a As a nightwing you can weaken magic armor, weapons, and dispel evil spell or similar effect. If the effect is dispelled, you shields by making a successful touch attack. The targeted can resume it as a free action on your next turn. Your item must succeed on a wisdom save or lose 1 point of its desecrating aura is suppressed if you enter a consecrated or enhancement bonus. The save DC is Charisma-based. hallowed area, but the your presence also suppresses the An item that loses its entire enhancement bonus becomes consecrated or hallowed effect for as long as you remain in merely a masterwork item and loses any special abilities the area. (such as flaming) as well. Casting dispel evil upon the item reverses the effect of the magic drain, provided this occurs Desecrating Aura within a number of days after the attack equal to the caster’s Size Radius level and the caster succeeds on a Wisdom save. Small 5ft Medium 5 ft Cold Immunity Large 10 ft Beginning at 10th level, you are immune to all cold damage. Huge 15 ft Nightwalker shadowmorph Gargantuan 20 ft Beginning at 16th level you can choose to permanently enlarge to huge size and take the mantle of a Nightwalker. Spell-Like Abilities When you gain the Nightwalker Shadowmorph, you lose the When you reach 3rd level and again at 7th, 11th, 14th, 17th, benefits of any previous shadowmorph abilities. and 19th level you can select one spell from the following list. Crush Item Spells selected from list (a) can be used at will (as if they As a nightwalker you can destroy any weapon or item of were cantrips). Spells selected from list (b) can be used up to Large size or smaller (even magic ones, but not artifacts) by 3 times before a long rest, and spells selected from list (c) can picking it up and crushing it between your hands. You must be used once before a long rest. make a successful disarm attempt to grab an item held by an (a) blight, contagion, darkness, detect magic, dispel magic, opponent. The item is entitled to a constitution save to resist haste, see invisibility destruction. The save DC is Strength-based. (b) confusion, hold monster, invisibility (c) cone of cold, finger of death, plane shift Ability Score Improvement Evil Gaze As a nightwalker, a creature that meets your gaze must succeed on a wisdom save or be paralyzed with fear for 1d8 rounds. Whether or not the save is successful, that creature cannot be affected again by your gaze again for 24 hours. This is a mind-affecting fear effect. The save DC is Charisma- based. Nightcrawler shadowmorph Beginning at 18th level you can choose to permanently enlarge to gargantuan size and take the mantle of a Nightcrawler. When you gain the Nightcrawler Shadowmorph, you lose the benefits of any previous shadowmorph abilities. Poison The poison from your sting deals 2d6 initial and secondary Strength damage on a failed constitution save, or half as much on a successful save. The save DC is Constitution- based. Improved Grab To use this ability, you must hit with your bite attack. You can then attempt to start a grapple as a reaction without provoking an attack of opportunity. If you wins the grapple check, you establish a hold and can try to swallow the opponent in the following round. Swallow Whole As a nightcrawler you can try to swallow a grabbed opponent of Huge or smaller size by making a successful grapple check. Once inside, the opponent takes 2d8+12 points of bludgeoning damage plus 12 points of acid damage per round from your gizzard and is subject to your energy drain. A swallowed creature can cut its way out by usining light slashing or piercing weapon to deal 35 points of damage to the gizzard (AC 21). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. Your interior can hold 2 Huge, 8 Large, 32 Medium, 128 Small, 512 Tiny or smaller opponents. Energy Drain Living creatures inside your gizzard gain one negative level each round. To remove a negative level the creature must succeed a constitution save. The save DC is Charisma-based. For each such negative level bestowed, you gain 5 temporary hit points. Shifting Shadowmorph Beginning at 20th level, you are able to force your form to flow from one shadowmorph to another. This change takes 1 round per size category shifted. For example, changing from a gargantuan Shadowcrawler to a large Nightshadow would take 2 rounds (gargantuan to huge, then huge to large).