Nightwing

This enormous, bat-like creature is shaped from utter darkness, its eyes tiny red stars in the blackest night.
 

Nightwing (CR 14)

Huge Undead (Extraplanar, Nightshade)
Alignment: Chaotic Evil
Initiative: +8
Senses: darksense, Darkvision 60 feet, Detect Magic, Low-Light Vision; Perception +25
Aura: desecrating aura (30 feet)
  Speed: 30 feet, Fly 60 feet (good)
Space: 15 feet
 

Defense

Armor Class: 29, touch 12, flat-footed 25 (+4 Dex, +17 natural, -2 size)
Hit Points: 195 (17d8+119)
Saving Throws: Fort +12, Ref +11, Will +17
Damage Reduction: 15/good and silver
Immunity: cold, undead traits
Spell Resistance: 25
Weaknesses: light aversion
 

Offense

Melee: bite +23 (4d10+18/19- 20 plus 4d6 cold and magic drain)
Reach: 15 feet
  Special Attacks: channel energy (7d6, DC 28, 8/day)
  Spell-Like Abilities (CL 14th; Concentration +19):

Statistics

StrDexConIntWisCha
31 (+10) 18 (+4) - 18 (+4) 21 (+5) 21 (+5)
Base Attack Bonus: +12
CMB +24
CMD 38
  Feats: Cleave, Combat Reflexes, Command Undead, Great Cleave, Improved Critical (bite), Improved Initiative, Powerful Maneuvers, Snatch
  Skills: Fly +24, Knowledge (arcana) +24, Knowledge (religion) +24, Perception +25, Sense Motive +25, Spellcraft +24, Stealth +16 (+24 in darkness), Swim +27
  • Racial Modifiers: +8 Stealth in dim light and darkness
Languages: Abyssal, Common, Infernal; telepathy 100 ft.
 

Special Abilities

Magic Drain (Su)

The bite of a nightwing drains magical power and energy. When a nightwing bites a foe, the victim must make a DC 23 Will save or one spell effect currently affecting him immediately ends-determine which spell is drained randomly if the target is under the effects of more than one spell. The nightwing heals damage equal to twice the level of the spell drained-hit points in excess of its maximum are instead gained as temporary hit points that last for 1 hour. If a nightwing attempts to sunder a magic item with its bite, its magic-draining bite renders the item nonmagical for 1d4 rounds (if the item is a permanent magic item), drains 1d8 charges (if the item has charges), or renders it permanently nonmagical (if the item is a one-use item). The item (or its wielder, if the item is attended) can resist this effect with a DC 23 Will save. Damage dealt to an item is applied after the effects of magic drain are applied. The save DC is Charisma-based.
 

Ecology

Environment: Any, Plane of Death
Organization: solitary, pair, or flight (3-6)
Treasure: standard

  The least of the known types of nightshade, the nightwing is nevertheless a deadly foe. Nightwings often serve more powerful nightshades as aerial support. These nightshades are also the most likely to be found serving a non-undead master-nightwings are often used by powerful mortals as guardians or sentinels. Despite this, nightwings still hope to someday slay any master they serve. They enter servitude primarily as a method of aiding a destructive or murderous mortal in their task of mass murder; once this task is over, or if at any point the nightwing believes its master is slacking in its murderous duties, the nightwing is swift to turn on its one-time ally.
  A nightwing found on the Material Plane not in the employ of a more powerful master is typically encountered in rugged terrain where there are numerous locations that can provide shelter when the sun rises. The monsters prefer caves and abandoned buildings for this purpose.
  A nightwing's body is 20 feet long, but its wingspan is 80 feet. It weighs 4,500 pounds.