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Medium Outsider (Evil, Extraplanar) |
Hit Dice:
|
8d8+32 (68 hp) |
Initiative:
|
+1 |
Speed:
|
20 ft. (4 squares) |
Armor Class:
|
22 (+1 Dex, +11 natural), touch 11, flat-footed 21 |
Base Attack/Grapple:
|
+8/+12 |
Attack:
|
Bite +12 melee (2d6+6 plus disease) |
Full Attack:
|
Bite +12 melee (2d6+6 plus disease) |
Space/Reach:
|
5 ft./5 ft. |
Special Attacks:
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Spell-like abilities, dream haunting |
Special Qualities:
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Damage reduction 10/cold iron and magic, immunity to fire, cold, charm, sleep, and fear, spell resistance 25 |
Saves:
|
Fort +12*, Ref +9*, Will +10* |
Abilities:
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Str 19, Dex 12, Con 18, Int 11, Wis 15, Cha 12 |
Skills:
|
Bluff +12, Concentration +15, Diplomacy +5, Disguise +1 (+3 acting), Intimidate +14, Listen +15, Ride +12, Sense Motive +13, Spellcraft +11, Spot +15 |
Feats:
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Alertness, Combat Casting, Mounted Combat |
Environment:
|
A evil-aligned plane |
Organization:
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Solitary, mounted (1, on nightmare), or covey (3, on nightmares) |
Challenge Rating:
|
9 |
Treasure:
|
Standard |
Alignment:
|
Always neutral evil |
Advancement:
|
9-16 HD (Medium) |
Level Adjustment:
|
- |
Night hags speak Abyssal, Celestial, Common, and Infernal.
Night hags attack good creatures on sight if the odds of success seem favorable.
These creatures rip through armor and flesh with their deadly teeth. They love to use
sleep and then strangle those who are overcome by it.
Disease (Ex):
Demon fever-bite, Fortitude DC 18, incubation period 1 day,
damage 1d6 Con. Each day after the first, on a failed save, an afflicted creature must immediately succeed on another DC 18 Fortitude save or take 1 point of Constitution drain. The save DC is Constitution based.
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 a
hag invades someone's dreams, it rides on the victim's back until dawn. The sleeper suffers from 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.
All night hags carry a periapt known as a
heartstone, which 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). A night
hag that loses this charm can no longer use
etherealness until it can manufacture another (which takes one month). Creatures other than the
hag can benefit from the
heartstone's powers, but the periapt shatters after ten uses (any
disease cured or
saving throw affected
counts as a use) and it does not bestow
etherealness to a bearer that is not a night
hag. If sold, an intact
heartstone brings 1,800 gp.
Find topic in: Basics, Magic |
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