Night Hag
Grisly fetishes and the rags of once fine clothes hang off the corpsethin frame of this horrifying, sharp-fanged crone.
Night Hag (CR 9)
Medium Outsider (Evil, Extraplanar)Alignment: Neutral Evil
Initiative: +4
Senses: Darkvision 60 feet; Perception +16
Speed: 30 feet
Space: 5 feet
Defense
Armor Class: 25, touch 14, flat-footed 21 (+4 Dex, +11 natural)Hit Points: 92 (8d10+48)
Saving Throws: Fort +14, Ref +8, Will +11
Damage Reduction: 10/cold iron and magic
Immunity: charm, cold, fear, fire, sleep
Spell Resistance: 24
Offense
Melee: 2 claws +13 (1d4+5), bite +13 (2d6+5 plus disease)Reach: 5 feet
Special Attacks: dream haunting
Spell-Like Abilities (CL 8th):
- Constant- Detect Chaos, Detect Evil, Detect Good, Detect Law, Detect Magic
- At Will- Deep Slumber (DC 16), Invisibility, Magic Missile, Ray Of Enfeeblement (DC 14)
- At will (with heartstone)- Etherealness, Soul Bind
Statistics
Str | Dex | Con | Int | Wis | Cha |
---|---|---|---|---|---|
21 (+5) | 19 (+4) | 22 (+6) | 18 (+4) | 16 (+3) | 17 (+3) |
CMB +13
CMD 27
Feats: Alertness, Combat Casting, Deceitful, Mounted Combat
Skills: Bluff +16, Diplomacy +11, Disguise +16, Intimidate +14, Knowledge (arcana) +12, Knowledge (planes) +15, Perception +16, Ride +15, Sense Motive +16, Spellcraft +15
Languages: Abyssal, Celestial, Common, Infernal
Special Qualities: Change Shape (any humanoid, alter self ), heartstone
Special Abilities
Disease (Su)
Demon Fever: Bite-injury; save Fort DC 20; onset immediate; frequency 1/day; effect 1d6 Con damage (target must save a 2nd time or 1 point of the damage is drain instead cure 2 consecutive saves. The save DC is Constitution-based.Dream Haunting (Su)
A night hag can visit the dreams of chaotic or evil targets by using a special periapt known as a heartstone to become ethereal, then hovering over the creature. Once it does so, it rides on the victim's back until dawn. The sleeper suffers tormenting dreams and takes 1 point of Constitution drain upon awakening. Only another ethereal being can stop these nocturnal intrusions by confronting and defeating the night hag.Heartstone (Su)
All night hags carry a heartstone-a special gemstone worth at least 1,800 gp that is worn as a periapt. A heartstone's magic is fueled by the hag's spirit and proximity-once separated from its owner (or upon the hag's death), a heartstone retains its magic for only 24 hours before becoming a nonmagical gem again. The heartstone instantly cures any disease contracted by the holder. In addition, a heartstone provides a +2 resistance bonus on all saving throws (this bonus is included in the statistics block above). A night hag that loses this charm can no longer use etherealness or soul bind until it finds a replacement gemstone.Ecology
Environment: Any, Evil Aligned PlanesOrganization: solitary, mounted (1 and 1 nightmare), or coven (3 hags of any type)
Treasure: standard
Terrifying murderesses and greedy soul brokers, night hags prey upon mortals while they're most vulnerable. Preferring to kill their prey slowly, haunting their dreams night after night, these hags trap the tormented souls of their victims within dark gems so they might be sold in the infernal markets of the outer planes.
Night hags vary widely in appearance, standing between 5-1/2 and 7 feet tall, and weighing from 150 to 300 pounds.