Library / Bestiary

Night Hag

CR 9.00 Outsider NE Medium
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.

STR
21
DEX
19
CON
22
INT
18
WIS
16
CHA
17
HP
92 (8d10+48)
AC
25, touch 14, flat-footed 21 (+4 Dex, +11 natural)
Speed
30 ft.
Init
+4
Melee
2 claws +13 (1d4+5), bite +13 (2d6+5 plus disease)
BAB
+8
CMB
+13
CMD
27
Fort
+14
Ref
+8
Will
+11
DR
10/cold iron and magic
SR
24

Dream Haunting — 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.

change shape (any humanoid, alter self)

Heartstone — 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.

Bluff +16, Diplomacy +11, Disguise +16, Intimidate +14, Knowledge (arcana) +12, Knowledge (planes) +15, Perception +16, Ride +15, Sense Motive +16, Spellcraft +15

spell-like abilities:
Constant—Detect Chaos, Constant—Detect Evil, Constant—Detect Good, Constant—Detect Law, Constant—Detect Magic, At will—Deep Slumber, At will—Invisibility, At will—Magic Missile, At will—Ray Of Enfeeblement, At will—Etherealness, At will—Soul Bind
Details
Type
Outsider
Alignment
NE
Size
Medium
Environment
any evil-aligned plane
Organization
solitary, mounted (1 and 1 nightmare), or coven (3 hags of any type)
Treasure
standard
Senses
darkvision 60 ft.; Perception +16
Languages
Abyssal, Celestial, Common, Infernal
Source
Bestiary
OGL 1.0a Notice. Pathfinder-derived Open Game Content on this page is used under the Open Game License v1.0a and Section 15 notice.