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Utterly evil, these are creatures from the lower planes. They constantly hunger for the souls of innocent men and women. They look like a hidiously ugly woman with blue-violet bruised and warty skin. Their eyes are hot coals and their hands and feet are clawed.
Source(s) 3.5E Monster Manual I, 3E Monster Manual I, Planescape Appendix
1, Outer Planes (MC8), 1E Monster Manual 1, Dragon#324 (ecology of...)
Medium outsider | (Evil, Extraplanar) |
Hit Dice | 8d8+32 (68 hp) |
Initiative | +1 |
Speed | 20 ft (4 squares) |
Armor Class | 22 (+1 Dexterity, +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 | Spell-like abilities, dream haunting |
Special Qualities | 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 | Strength 19, Dexterity 12, Constitution 18, Intelligence 11, Wisdom 15, Charisma 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 |
Alertness, Combat Casting, Mounted Combat |
Environment |
A evil-aligned plane |
Organization |
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 |
- |
A night hag is about the
same height and weight as a female human.
Night hags speak Abyssal, Celestial, Common, and Infernal.
Combat
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.
A night hag's natural weapons, as well as any weapons it wields, are treated as evil-aligned for the purpose of overcoming damage reduction.
Its natural weapons are
treated as magic weapons for the purpose of overcoming damage reduction.
Disease (Ex) :
Demon fever-bite, Fortitude DC 18, incubation period 1 day, damage 1d6 Constitution.
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.
Spell-Like Abilities
At will-detect chaos, detect evil, detect good, detect law, Detect Magic, magic missile, polymorph (self only), ray of enfeeblement (DC 12), sleep (DC 12).
Caster level 8th.
A night hag can use etherealness
at will (caster level 16th) so long as it possesses its heartstone (see below).
The save DCs are Charisma-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.
Heartstone : 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.
The Worlds of Mankind is owned and created by Mark John Goodwin
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