Nightshades are all extremely clever and wise (effectively
19 Intelligence and Wisdom).
Nightshades prefer darkness. Daylight inflicts a penalty of -4 on all
their Hit rolls, but other forms of light do not affect them. They can
enter and leave the Ethereal Plane at will, but only do so if seriously
The presence of a nightshade within 120’ spoils all consumable
items, including normal food and water, holy water, standard and iron
rations, and even magical potions (no saving throw). The items do not
become poisonous, but do become completely useless. This presence
causes all within the area to be chilled; this negates any chance of surprise
if the victims have ever encountered a nightshade. The chilling
feeling has no effect other than spoilage.
Nightshades can only be harmed by weapons of +3 or greater
enchantment, magic staves or rods, or by spells of 6th level or greater.
They are immune to all forms of illusion, all magic wands, poison,
charm, hold, and coldspell effects, all spells of 5th level or less, all normal,
silver, and magical weapons of + 2 or lesser enchantment, Turn
to Stone, and all non-magical attacks (such as fire, boulders, oil, etc.).
They are somewhat vulnerable to dragon breath, taking 112 damage
unless the saving throw is successful (indicating 114 damage).
All nightshades can use the following spell-like powers at will, one
power per round: charm person, invisibility, haste, confusion, and
cloudkill (all as if a 21st level magic-user); darkness, hold person,
cause disease, dispel magic, and finger of death (all as if a 21st level
cleric). The effects of these powers are all identical to the spell effects,
but are produced by brief concentration alone, not requiring the usual
spell casting words or gestures, and can be produced in total silence.
In addition, all nightshades can detect magic at will, and can read all
languages and magical writings.