Nightling by Ogre_Bane
Medium-size Humanoid
Hit Dice: 1d8 (3 hp)
Initiative: +6 (+2 Dex, +4 Improved Initiative)
Speed: 30 ft.
AC: 12 (+2 Dex)
Attacks: Long Sword -1 melee, Hand Cross Bow +2 ranged
Damage: Long Sword 1d8-1, Hand Cross Bow 1d6-1
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Spell-like abilities
Special Qualities: Spell resistance, Darkvision, Sunlight Vulnerability
Saves: Fort -1, Ref +4, Will 0
Abilities: Str 8, Dex 14, Con 8, Int 10, Wis 10, Cha 12
Skills: Hide* +6, Move Silently* +6, Spot +2 *Nightlings have a +2 racial bonus to these skills
Feats: Improved Initiative

Environment: Any forest, underground
Organization: Solitary, Pair, Family (2-5), Patrol (5-20), Troop (20-40), or Horde (40-60)
Challenge Rating: 1
Treasure: Standard
Alignment: Always chaotic evil
Advancement: 2 HD (Medium-size); 3 HD (Large)

An underground race of evil humanoids.

3.5 ready!

This creature appears to be an elven humanoid but its skin is the color of a gray ash and its hair stands out as a deep, azure blue. The eyes of the humanoid are huge compared to normal human standards, perhaps twice the size of normal human eyes. They glow with an eerie yellow light.

Nightlings (also called Shadowmen and Nightweavers) are an ancient race of humanoids. They first appeared after the elves were created, but they were considered a failure by the gods. One god took notice of them, The Father of All and of Nothing, Lord Chaos.

The nightlings are a completely chaotic race. Each individual only belongs to himself and only cares about himself. They continuously attack each other, trying to gain the most power they can in their life time.

A nightling looks like a normal human, but its skin is either a dark ebony or a dark gray, like ash. Their hair is completely white or dark blue. Their eyes are large, twice the size of a normal humanoid, and glow with an eerie yellow light in the complete dark.

Nightlings speak their own language, common, and a language that uses no words but only facial and hand gestures.

Nightlings use bladed weapons and ranged weapons. They prefer to stay out range for melee, attacking their enemies from a safe alcove. If forced into melee, they will flee if anything goes remotely wrong.

Nightlings have Darkvision up to 120 feet.

Spell-like abilities (Sp): The following spells are cast as if by a sorcerer equal to the character level of the Nightling. Daze (2/day); Darkness(1/day); Invisibility(1/day); Mirror Image(1/day). The Save DC is 10 + the nightling's Charisma bonus + the spell level.

Spell Resistance (Ex): Due to their chaotic upbringing, Nightlings have SR equal to 10 + their character level. This cannot exceed SR 20.

Sunlight Vulnerability (Ex): Since they have been underground for so long, a Nightling suffers a -1 to all attack rolls, saves, and skill checks in the presence of any light more than torchlight. They also lose all their special abilities in the daylight.

Nightlings are a race of evil and manipulative beings. They often ally themselves with Nerubians or demons and devils. They are bent on the destruction of the god-loving races of the surface, and they plan to wipe them all out.

If used as a player character race, use the following rules:

+4 Dex, +2 Cha, -2 Str, -2 Con; Base speed: 30; Medium size; +2 racial bonus to Hide and Move Silently; Spell Like abilities: as above; Spell Resistance: as above; Sunlight Vulnerability: as above; Darkvision 120 feet; Automatic Languages: Nightling, Silent Night, Common; Favored class: rogue or sorcerer; ECL+2

This creature has not yet been play tested.
This is not a kender type creature.


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