Night Hag
CR 9, NE Medium Outsider (extraplanar, hag)
Senses: Perception 16, Darkvision 60, Detect magic 60The creature can detect magic (per the spell) in line-of-sight., Detect alignmentThe creature can detect the alignment of creatures if they are in line-of-sight.
Speed: 30 ft. Skills: Deception 16, Insight 16, Intimidation 14, Animals 15, Arcana 15, Planes 15
Languages: Abyssal, Celestial, Common, Infernal
Ability Scores: Str 21 (+16), Dex 19 (+8), Con 22 (+17), Int 18 (+15), Wis 16 (+14), Cha 17 (+14)
INIT: +4 CP: +8 HP: 92 (8d10+48) SA: 12 DC: 22
AC: 25 Touch: 14 Flat-footed: 21 [+4 Dodge, +11 Natural]
SR: 26 Vulnerable: -- Resistant: Weapons 10 Bypass: Cold iron, +1 weapon
Immunity: Cold, Fire Effect Immunity: Enchantment Spells, Fear, Sleep
Fast Healing (su) - The Night Hag recovers 2 lost hit points per round on its turn.
Heartstone (ex) - 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. A night hag that loses this charm can no longer use etherealness or soul bind until it finds a replacement gemstone.
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.
Constant Spell-Like Abilities (Sp) - The following spells are always active: Detect
Attacks
- Melee (Natural) - 2 x claws +13 (1d4+5). Reach: 5 ft.
- Melee (Natural) - 1 x bite +13 (2d6+5 plus disease). Reach: 5 ft. Disease - injury, DC 20, 1d6 Con/1 CON every day until saved.
Alter Self (sp) - This creature can cast Polymoprh as per the level 2 version of the spell.
Deep Slumber (sp, Enchantment) - Causes a magical sleep to come across 10 HD of creatures. Those closest to the spell origin are affected first. Slapping or wounding the creature awakens it. Duration: 10 min, concentration. Range: 120 feet. Area: 10-foot radius. Save: CHA negates.
Magic Missile (sp) - This creature can cast magic missile, creating 3 missile that deal 1d4+1 force damage and never miss a target within 120 feet.
- Spell Like Abilities (At Will)
Environment: Extraplanar (any evil-aligned plane)
Organization: None
Treasure: standard
Grisly fetishes and the rags of once fine clothes hang off the corpsethin frame of this horrifying, sharp-fanged crone.