Night Twist (CR 12)

Large Plant
Alignment: Always neutral evil
Initiative: -2 (Dex); Senses: low-light vision, Listen +9, and Spot +12
Languages: rarely speak, but understands Common, Elven, and Sylvan


AC: 27 (-1 size, -2 Dex, +15 natural, +5 deflection), touch 12, flat-footed 27
Hit Dice: 15d8+135 (202 hp); DR: 10/slashing
Fort +23, Ref +8, Will +14
Speed: 10 ft.
Space: 10 ft./20 ft.
Base Attack +11; Grapple +29
Attack: Slam +24 melee (2d8+14) or
3 slams +24 melee (2d8+14)
Special Attacks/Actions: Death curse, despair song, spell-like abilities, wind blast
Abilities: Str 39, Dex 6, Con 29, Int 12, Wis 14, Cha 21
Special Qualities: plant traits, unholy grace, vulnerability to fire
Feats: Blind-fight; Diehard; Endurance; Improved Sunder; Iron Will; Power Attack
Skills: Hide +7, Knowledge (nature) +10, Listen +9, Move Silently +8, Spot +12, and Survival +9 (+11 aboveground)
Advancement: 16-24 HD (Large); 25-48 HD (Huge)
Climate/Terrain: Temperate marshes
Organization: Solitary
Treasure/Possessions: Standard coins, no goods, standard items

Source: Monster Manual III

Death Curse (Su): Killing a night twist invites a curse similar to that bestowed by the nightmare spell. The creature dealing the death blow must make a DC 22 Will save to avoid being cursed with hideous and unsettling nightmares that prevent restful sleep and deal 1d10 points of damage. The recipient becomes fatigued and unable to prepare or ready arcane spells for the next 24 hours. The nightmares and resulting damage affect the subject every night until the curse is removed or the victim dies. If the curse is removed, the victim remains fatigued for 24 hours thereafter. A limited wish spell or more powerful magic cast while the subject is in the throes of a nightmare is the only way to remove a night twist's death curse. The save DC is Charisma-based.

If the victim of a night twist victim dies and is interred, a new night twist springs from where the corpse was laid one month later. While the creature is developing, a night twist "sapling" appears at the gravesite; the creature seems to be a normal (non-intelligent) plant until it reaches maturity.

Despair Song (Su): Every evening, a night twist emits a sorrowful sound that inspires melancholy and despair in all creatures with an Intelligence score of 6 or higher within a radius of 50 feet per Hit Die of the night twist. Those who fail a DC 22 Will save are affected as if by a crushing despair spell and must seek out the source of their sorrow (the night twist) to the neglect of all other tasks or needs, including eating or sleeping. If physically restrained and not allowed to seek out the night twist, a victim of this despair song loses 1d10 hit points every evening until it dies or the enchantment is removed. Relocating a victim outside the area affected by the night twist's song does not end the enchantment.

The despair song ceases to affect a subject in the round after the night twist makes a slam attack against it. To remove the effects of the night twist's despair song before it attacks, a limited wish or more powerful magic must be employed. Dispel magic or dispel evil spells cannot remove the enchantment. However, a bard of 12th level or higher using the song of freedom class feature can provide the subject a second Will save. The death of the night twist always ends the enchantment. A night twist's caster level is equal to its Hit Dice for the purpose of its despair song ability. The save DC is Charisma-based.

Spell-Like Abilities: 3/day - blight (DC 20) deeper darkness, entangle, fear (DC 19), phantasmal killer (DC 19). Caster level 10th.

Unholy Grace (Su): A night twist adds its Charisma modifier as a bonus on all its saving throws, and as a deflection bonus to its Armor Class.

Wind Blast (Su): A night twist's wind blast ability is similar to the gust of wind spell. The creature can use its wind blast as a free action, but does so only when it feels threatened. A powerful, gale-force wind (50 mph) emanates from the tree in all directions out to 120 feet. All other effects of the wind blast are the same as those of the gust of wind spell. Any creature in the affected area can avoid the effect with a DC 22 Fortitude save. The save DC is Charisma-based.

If a night twist is attacked with fire, it uses its wind blast to extinguish the flames.

Skills: *Night twists gain a +16 racial bonus on Hide checks in swamps or marshes where other trees and foliage thrive.

A night twist, when actively seeking victims, sends out its despair song in order to bring prey to it. When those lured by the song are within range, a night twist uses its phantasmal killer spell-like ability. A night twist employs its powerful slam attack only if opponents first survive the illusion. The creature uses its entangle and deeper darkness spell-like abilities to keep opponents from escaping. When a night twist feels threatened, it uses its wind attack and fear spell-like ability.