Night Hag | Size & Type (subtype): | Medium-Size Outsider (Evil) | Hit Dice: | 8d8+8 (44) | Initiative: | +1 (Dex) | Speed: | 20 ft. | Armor Class: | 20 (+1 Dex, +9 natural) | Attacks: | Bite +12 melee | Damage: | Bite 2d6+6 and disease | Face and Reach: | 5 ft. by 5 ft./5 ft. | Special Attacks: | Spell-like abilities, dream haunting | Special Qualities: | Immunities, SR 25, damage reduction 20/+3 | Saving Throws | Fortitude: 9 Reflex: 9 Will: 10
| Abilities: | Str: 19 Dex: 12 Con: 12 Int: 15 Wis: 15 Cha: 12 | Skills: | Bluff +11, Concentration +12, Intimidate +11, Listen +14,Ride +11, Sense Motive +12, Spellcraft +13, Spot +14 | Feats: | Alertness, Combat Casting, Mounted Combat | Climate and Terrain: | Any land and underground | Climate: | cold,temperate,warm | Terrain: | desert,forest,hill,marsh,mountains,plains,underground | Organization: | Solitary, mounted (1, on nightmare), or covey (3,on nightmares) | Challenge Rating: | 9 | Challenge Rating Value: | 9 | Treasure: | Standard | Alignment: | Always neutral evil | Advancement: | 9-16 HD (Medium-size) |
| Description: |
Night hags speak Infernal, Abyssal, and Celestial.
Combat
Disease (Ex): Demon fever [bite, Fortitude save (DC 18),
incubation period 1 day; damage 1d6 temporary Constitution.] Each
day thereafter, on a failed save, the creature must immediately
succeed at another Fortitude save or suffer 1 point of permanent
Constitution drain.
Spell-Like Abilities: At will - detect chaos, detect evil,
detect good, detect law, detect magic, magic missile, polymorph
self, ray of enfeeblement, and sleep. These abilities are as the
spells cast by an 8th-level sorcerer (save DC 11 + spell level).
A night hag can use etherealness at will as a 16th-level sorcerer
so long as it possesses its heartstone (see below).
Dream Haunting (Su): Night hags can visit the dreams of
chaotic or evil individuals by using a special periapt known as a
heartstone to become ethereal, then hovering over the creature.
Once the hag invades someone's dreams, it rides on the
victim's back until dawn. The sleeper suffers from
tormenting dreams and suffers 1 point of permanent Constitution
drain upon awakening. A sleeper reduced to a Constitution score
of 0 dies. Only another ethereal being can stop these nocturnal
intrusions, by confronting and defeating the night hag.
Immunities (Ex): Night hags are immune to fire and cold, and
to charm, sleep, and fear effects.
Heartstone (Su): All night hags carry this periapt,
which instantly cures any disease contracted by the holder. In
addition, a heartstone imparts a +2 resistance bonus to all saving
throws. A night hag that loses this charm can no longer use
etherealness until it can manufacture another (which takes one
month). Good-aligned creatures can also benefit from the
heartstone's powers, but the periapt shatters after ten
uses and does not bestow etherealness.
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