srd
SRD
| Gargantuan Undead (Extraplanar) | |
| Hit Dice: | 25d12+50 (212 hp) |
| Initiative: | +4 |
| Speed: | 30 ft. (6 squares), burrow 60 ft. |
| Armor Class: | 35 (–4 size, +29 natural), touch 6, flat-footed 35 |
| Base Attack/Grapple: | +12/+45 |
| Attack: | Bite +29 melee (4d6+21) |
| Full Attack: | Bite +29 melee (4d6+21/19–20) and sting +24 melee (2d8+11/19–20 plus poison) |
| Space/Reach: | 20 ft./15 ft. |
| Special Attacks: | Desecrating aura, energy drain, spell-like abilities, poison, summon undead, swallow whole |
| Special Qualities: | Aversion to daylight, damage reduction 15/silver and magic, darkvision 60 ft., immunity to cold, spell resistance 31, telepathy 100 ft, tremorsense 60 ft., undead traits |
| Saves: | Fort +12, Ref +10, Will +23 |
| Abilities: | Str 48, Dex 10, Con —, Int 20, Wis 20, Cha 18 |
| Skills: | Concentration +32, Diplomacy +6, Hide +16, Knowledge (arcana) +33, Listen +33, Move Silently +28, Search +33, Sense Motive +23, Spellcraft +35, Spot +33, Survival +5 (+7 following tracks) |
| Feats: | Blind-Fight, Combat Casting, Great Fortitude, Improved Critical (bite), Improved Critical (sting), Improved Initiative, Iron Will, Power Attack, Quicken Spell-Like Ability (cone of cold) |
| Environment: | Plane of Shadow |
| Organization: | Solitary or pair |
| Challenge Rating: | 18 |
| Treasure: | Standard |
| Alignment: | Always chaotic evil |
| Advancement: | 26–50 HD (Colossal) |
| Level Adjustment: | — |
A nightcrawler is a massive behemoth similar to a purple worm, though utterly black in color.
A nightcrawler measures about 7 feet in diameter and is 100 feet long from its toothy maw to the tip of its stinging tail. It weighs about 55,000 pounds.
Combat
A nightcrawler attacks by burrowing through the ground and emerging to strike.
A nightcrawler’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.
Energy Drain (Su): Living creatures inside a nightcrawler’s gizzard gain one negative level each round. The DC is 26 for the Fortitude save to remove a negative level. The save DC is Charisma-based.
For each such negative level bestowed, the nightcrawler gains 5 temporary hit points.
Improved Grab (Ex): To use this ability, a nightcrawler must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can try to swallow the opponent in the following round.
Poison (Ex): Injury, Fortitude DC 22, initial and secondary damage 2d6 Str. The save DC is Constitution-based.
Spell-Like Abilities: At will—contagion (DC 18), deeper darkness, detect magic, greater dispel magic, haste, invisibility, see invisibility, unholy blight (DC 18); 3/day—cone of cold (DC 19), confusion (DC 18), hold monster (DC 19); 1/day—finger of death (DC 21), mass hold monster (DC 23), plane shift (DC 21). Caster level 25th. The save DCs are Charisma-based.
Summon Undead (Su): A nightcrawler can summon undead creatures once per night: 9–16 shadows, 3–6 greater shadows, or 2–4 dread wraiths. The undead arrive in 1d10 rounds and serve for 1 hour or until released.
Swallow Whole (Ex): A nightcrawler 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 the nightcrawler’s gizzard and is subject to the creature’s energy drain. A swallowed creature can cut its way out by using a 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. A nightcrawler’s interior can hold 2 Huge, 8 Large, 32 Medium, 128 Small, 512 Tiny or smaller opponents.
Open Game Content from the System Reference Document 3.5, used under the Open Game License 1.0a.