Nightgaunt

**Nightgaunt (30 RP)**

​*This lanky ebon humanoid has batlike wings and a long prehensile tail, yet its most unsettling feature is its lack of a face.*

**Type (3 RP):** Monstrous Humanoid

**Ability Scores (4 RP):** +2 Str, +2 Dex, +2 Con, +4 Wis, -2 Int

**Size:** Medium

**Speed:** ​30 ft base speed

**Languages (-3 RP):** Nightgaunts begin play Understanding Aklo, but cannot communicate verbally or cast spells with a verbal component. They can communicate in other ways, such as writing or sign language. Another creature not familiar with a special kind of communication cannot communicate effectively without making a DC 10 linguistics or sense motive check for basic ideas, or DC 20 for more complex ideas. Nightgaunts with high Int may choose Common, Undercommon,

**Darkvision:** Nightgaunts have Darkvision 60 ft

**Flight (4 RP):** Nightgaunts have a fly speed of 30 feet with clumsy manueverability

**Blindsense (4 RP):** Nightgaunts have Blindsense 30 ft.

**Natural Armor (2 RP):** Nightgaunts have a +1 Natural Armor bonus to AC

**Claws (2 RP):** Nightgaunts possess 2 claw attacks that deal 1d6 damage each. These are primary natural attacks.

**Faceless (4 RP):** A Nightgaunt is immune to gaze attacks, but not to illusions that rely upon vision to function. It has no need to breathe, and is immune to all inhaled and scent-based effects. If it loses it's ability to perceive via blindsense, it takes a –2 penalty to Armor Class, loses its Dexterity bonus to AC (if any), and takes a –4 penalty on most Strength- and Dexterity-based skill checks and on opposed Perception skill checks. All checks and activities that rely on vision (such as reading and Perception checks based on sight) automatically fail. All opponents are considered to have total concealment (50% miss chance) against the Nightgaunt. It must make a DC 10 Acrobatics skill check to move faster than half speed. If it fails this check it fall prone.

**All-Around Vision (4 RP):** Nightgaunts are able to "see" as if their whole body were an eye, granting them a +4 racial bonus on Perception checks and making them immune to flanking.

**Prehensile Tail (2 RP):** Nightgaunts have a long, flexible tail that can be used to carry objects. They cannot wield weapons with their tails, but they can retrieve small, stowed objects carried on their persons as a swift action.

**Clutches (2 RP):** A nightgaunt has a +4 racial bonus on grapple combat maneuver checks. If a nightgaunt uses its fly speed to move itself and a grappled target, it can fly at full speed.

**Tickle (2 RP):** As a swift action, a nightgaunt can use its tail to tickle a grappled or helpless foe with horrible efficiency. The target must succeed at a Fortitude save or be nauseated for 1 round. The save DC is 10+1/2 the Nightgaunt's character level+ Dexterity modifier.

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**True Nightgaunt (51 RP)**

These Nightgaunts are more powerful than the above, better representing the Bestiary entry.

**Flight (+2 RP):** True Nightgaunts have a fly speed of 40 feet with average manueverability

**Natural Armor (+10 RP):** True Nightgaunts have a +5 Natural Armor bonus to AC

**Blindsight (+2 RP):** True Nightgaunts have Blindsight 30 ft. This replaces the **Blindsense** Racial feature.

**Faceless (+2 RP):** True Nightgaunts do not take the penalties associated with the **Faceless** trait.

**Sneaky (+5 RP):** True Nightgaunts gain a +4 bonus to Stealth checks.

### Half-Breed Rules:

Nightgaunts cannot be half breeds due to their physiology being incompatible with all other creatures. The rules included below are for use with the Gene Splicing feats.

Dominant: Lose Faceless, Mute, Blindsense, All-around Vision (-10 RP)

Non-Dominant: Gain Prehensile Tail, Clutches, Tickle, Flight (+10 RP)

**True Nightgaunt**

In addition to the above, make the following adjustments:

Dominant: Lose Sneaky (-5 RP)

Non-Dominant: Gain +3 Natural armor (+5 AC)