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Pathfinder Second Edition

Compendium

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Night Hag

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Night hags are thieves and merchants of mortal souls. These foul creatures collect souls in dark gems or crystalline jars to sell in fiendish markets, and are themselves empowered by potent magic jewels known as heartstones. They haunt the Ethereal Plane, where they prey upon mortals in their Dreams, debilitating them with horrific Nightmares as they rest. A Night Hag may find a particular target and haunt them continuously over the course of weeks, slowly and cruelly breaking down the victim’s will and ability to resist, until their soul is forfeit.

A Night Hag is a canny Mastermind and soul broker, willing to consider any deal as long as she is convinced she has the upper hand. Although a Night Hag finds it easy to Travel the Ethereal Plane and prey upon helpless souls that can’t fight back, these souls are also the least desirable to the evil outsiders the Night Hag bargains with, and so a Night Hag gathers allies and minions that allow her to prey on more potent souls without personally risking herself. Their favored minions are Nightmares, with whom they share a special bond. Above all, night hags avoid fighting foes that can harry them on the Ethereal Plane, picking fights only when they are certain they can escape.

Attributes

Night Hag

Creature 9

NEMediumFiend, Hag, Humanoid
  • Perception18; darkvision
  • LanguagesAbyssal, Aklo, Celestial, Common, Infernal
  • Skills arcana 18 deception 18 diplomacy 18 intimidation 14 occultism 20 religion 20
  • Str5Dex4Con6Int 4Wis5Cha3
  • Items heartstone
  • AC 28 Fort19Ref17Will18 (+2 status to all saves vs. magic, -2 to all saves if the night hag does not have her heartstone)
  • HP 170 Immunitiessleep Weaknessescold iron 10 Resistancesmental 10
  • Coven A night hag adds dominate, nightmare, scrying, and spellwrack to her coven's spells. This monster can form a coven with two or more other creatures who also have the coven ability. This involves performing an 8-hour ceremony with all prospective coven members. After the coven is formed, each of its members gains elite adjustments, adjusting their levels accordingly. Coven members can sense other members’ locations and conditions by spending a single action, which has the concentrate trait, and can sense what another coven member is sensing as a two-action activity, which has the concentrate trait as well. Covens also grant spells and rituals to their members, but these can be cast only in cooperation between three coven members who are all within 30 feet of one another. A coven member can contribute to a coven spell with a single-action spellcasting activity that has a single verbal component. If two coven members have contributed these actions within the last round, a third member can cast a coven spell on her turn by spending the normal spellcasting actions. A coven can cast its coven spells an unlimited number of times but can cast only one coven spell each round. All covens grant the 8th-level baleful polymorph spell and all the following spells, which the coven can cast at any level up to 5th: augury, charm, clairaudience, clairvoyance, dream message, illusory disguise, illusory scene, prying eye, and talking corpse. Individual creatures with the coven ability also grant additional spells to any coven they join. A coven can also cast the control weather ritual, with a DC of 23 instead of the standard DC. If a coven member leaving the coven or the death of a coven member brings the coven below three members, the remaining members keep their elite adjustments for 24 hours, but without enough members to contribute the necessary actions, they can’t cast coven spells.
  • Nightmare Rider When a night hag rides a nightmare, the nightmare also gains the night hag’s status bonus to saves against magic, and both the hag and rider benefit when the night hag uses her heartstone’s ethereal jaunt innate spell.
  • Speed25 feet,
  • Melee jaws 20 (magical) Damage2d8+8 piercing plus Abyssal plagueclaw 20 (agile, magical) Damage2d10+8 slashing
  • Abyssal Plague (disease) A creature can’t recover from drained until abyssal plague is cured. Saving Throw: DC 28 Fortitude; Stage 1: Drained 1 (1 day); Stage 2: Drained increases by 2 (1 day).
  • Change Shape (concentrate, occult, polymorph, transmutation) The night hag can take on the appearance of any Medium female humanoid. This doesn’t change her Speed or her attack and damage bonuses with her Strikes, but might change the damage type her Strikes deal (typically to bludgeoning). The monster changes its shape indefinitely. It can use this action again to return to its natural shape or adopt a new shape. Unless otherwise noted, a monster cannot use Change Shape to appear as a specific individual. Using Change Shape counts as creating a disguise for the Impersonate use of Deception. The monster’s transformation automatically defeats Perception DCs to determine whether the creature is a member of the ancestry or creature type into which it transformed, and it gains a +4 status bonus to its Deception DC to prevent others from seeing through its disguise. Change Shape abilities specify what shapes the monster can adopt. The monster doesn’t gain any special abilities of the new shape, only its physical form. For example, in each shape, it replaces its normal Speeds and Strikes, and might potentially change its senses or size. Any changes are listed in its stat block.
  • Dream Haunting (enchantment, occult, mental) If a night hag is ethereal and hovering over a sleeping chaotic or evil creature, she can ride the victim’s back until dawn. The creature endures tormenting dreams as the hag casts nightmare on it, and is exposed to abyssal plague. Any drained caused by dream haunting is cumulative. Only an ethereal being can confront the night hag and stop her dream haunting.
  • Spell Ambush A creature flat-footed to the night hag takes a –2 circumstance penalty to checks and DCs to defend against her spells.
  • Occult Innate Spells DC 28; 9th bind soul (at will; from heartstone), ethereal jaunt (at will; from heartstone); 8th dream council; 5th nightmare, shadow blast (x2, from heartstone); 3rd dream message (at will), magic missile (at will); 2nd invisibility (at will); 1st ray of enfeeblement (at will), sleep (at will); Constant (3rd) detect magic; (2nd) detect alignment (all alignments simultaneously)