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Pathfinder

Compendium

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Night Hag

Grisly fetishes and the rags of once fine clothes hang off the corpse-thin frame of this horrifying, sharp-fanged crone.

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.

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 proximityonce 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.

Attributes

Night Hag

CR 9

  • XP

    6,400
  • Ne Medium Outsider (Evil, Extraplanar)
  • Init

    +4;

    Senses

    Darkvision 60 Ft.;Perception +16
  • DEFENSE

  • AC

    25, touch 14, flat-footed 21 (+4 Dex, +11 Natural)
  • hp

    92(8d10+48)
  • Fort

    +14,

    Ref

    +8,

    Will

    +11
  • DR

    10/cold Iron And Magic;

    Immunities

    Charm, Cold, Fear, Fire, Sleep;

    SR

    24
  • OFFENSE

  • Speed

    30 Ft.
  • Melee

    2 Claws +13 (1d4+5), Bite +13 (2d6+5 Plus Disease)
  • Special Attacks

    Dream Haunting
  • Spell-Like Abilities

    (CL 8; )
  • STATISTICS

  • Str

    21,

    Dex

    19,

    Con

    22,

    Int

    18,

    Wis

    16,

    Cha

    17
  • Base Atk

    +8;

    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
  • Languages

    Abyssal, Celestial, Common, Infernal
  • SQ

    Change Shape (Any Humanoid, Alter Self ), Heartstone
  • ECOLOGY

  • Environment

    Any Evil-aligned Plane
  • Organization

    Solitary, Mounted (1 And 1 Nightmare), Or Coven (3 Hags Of Any Type)
  • Treasure

    Standard