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01/23/11(Sun)22:55 No.13635496>>13635319 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 threatened. 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. |