# Nightseed
>[!rimg]+
> ![[Placeholder2.png]]
> >[!debug]+
> >morningstar: 2d8 (×2)
> >Melee/Ranged: +21/+8
> >Secondary: +16/+3
> >Multiattack: +19/+6
> >M/R_PA: +21/+8
> >2nd/PA: +16/+3
> >MA_PA: +19/+6
> >Itterative: 3
> > xDmg:: Str: +8; Str2: +12; StrOH: +4; StrPA: +8; StrPA2H: +12; StrPAOH: +4
> > xDCs:: Str: 28; Dex: 15; Con: 29; Int: 20; Wis: 15; Cha: 15
> > xFeat:: —/0 (0)
> >
> >
> > xLang:: 0/0 (0)
<div class="grid-container"><div class="MON">Nightseed</div>
<div class="CR">CR 14 (38,400 XP)</div>
<div class="SOU">Dragon #330</div>
<div class="SYS">Dungeons & Dragons 3.5</div></div>
N Huge Ooze
**Init** -5
**Perception** -5
#### defense
**AC** 3, 3 touch, 8 flat-footed (-5 Dex, -2 size)
**hp** 260 (20d8+180)
**Fort** +15, **Refl** +1, **Will** +1
**Feint** —, **Demoralize** —
**Weakness** sunlight powerlessness
#### offense
**Speed** fly 50 ft. (average)
**Melee** morningstar +1 (1d6-1)
**Space** 15 ft., **Reach** 10 ft.
**Special Attacks** acid, assimilate, engulf, reluctant servant, sunlight powerlessness
#### statistics
**Str** 26, **Dex** 1, **Con** 28, **Int** —, **Wis** 1, **Cha** 1
**BAB** +15, **CMB** +25, **CMD** 30, **TA** +21, **RTA** +8
**Languages**
#### special abilities
### Acid (Ex)
A nightseed secretes a digestive acid that dissolves organic material quickly, but does not affect stone or metal. Each time a creature suffers damage from a nightseed's acid, its clothing and armor take the same amount of damage from the acid. A DC 29 Reflex save prevents damage to clothing and armor. A wooden weapon that strikes a nightseed takes 3d6 acid damage unless the weapon's wielder succeeds on a DC 29 Reflex save. If a nightseed remains in contact with a wooden or leather object for 1 full round, it inflicts 29 points of acid damage (no save) to the object. The save DCs are Constitution-based.
### Assimilate (Su)
As a free action, a nightseed can attempt to assimilate a creature it has engulfed. The engulf creature takes 20d6 points of damage, unless it succeeds on a DC 29 Fortitude. A successful save halves damage. The nightseed heals a number of hit points equal to the damage dealt by this ability, gaining an excess as temporary hit points. Any creature reduced to 0 or fewer hit points by this ability is slain, and entirely assimilated into the nightseed. If the assimilated creature has the abilit to cast spells, the nightseed can use one spell known or preparred spell as a spell-like ability. A surviving creature, or the gear of an assimilated creature, is ejected by the nightseed at the start of nightseed's next turn.
### Engulf (Ex)
Although it can make slam attacks against opponents, a nightseed can also choose to simply move its bulk into the space occupied by that which it wishes to assimilate. It can attempt to engulf Large or smaller creatures as a standard action. It cannot make a slam attack during a round in which it engulfs. The nightseed merely has to move onto opponents, affecting as many as it can cover. Opponents can make attacks of opportunity against the nightseed, but if they do so they are not entitled to a saving throw. Those who do not attempt attacks of opportunity must succeed on a DC 28 Reflex save or be engulfed; on a success, they are pushed into an adjacent empty square (opponent's choice). Engulfed creatures are subject to the nightseed's ability to assimilate its foes. The save DC is Strength-based.
### Reluctant Servant (Ex)
If a nightseed is called into service through a spell or other effect, there is a 1% cumulative chance each round that it turns on the creature that summoned it. ion.
### Sunlight Powerlessness (Ex)
When exposed to natural daylight, a nightseed is reduced to taking only a single move action each round. If the exposure continues for 5 rounds, the nightseed evaporates completely away. When exposed to magical or otherwise simulated daylight, it is reduced to taking a single move action for 1d4+1 rounds before shaking off the effect. Nightseeds are driven by hunger. They move always toward food, except when deterred by sunlight or by their own destruct