Planescape
Monstrous compendium appendix i
Night Hag
Size / Type |
Medium-size Outsider (Evil) |
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Hit Dice |
8d8+8 (44) |
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Initiative |
+1 (Dex) |
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Speed |
20ft. |
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Armor Class |
20 (+1 Dex, +9 Natural) |
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Attacks |
Bite +12 |
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Damage |
Bite 2d6+6 and disease |
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Face / Reach |
5ft by 5ft / 5ft |
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Sp. Attacks |
Spell-like abilities, dream haunting |
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Sp. Qualities |
Immunities, SR24, DR 10 / [+3] |
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Saves |
Fort +9 |
Ref +9 |
Will +10 |
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Abilities |
Str 19 |
Dex 12 |
Con 12 |
Int 15 |
Wis 15 |
Cha 12 |
Skills |
Bluff +11, Concentration +12, Intimidate +11, Listen +14, Ride +11, Sense Motive +12, Spellcraft +13, Spot +14 |
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Feats |
Alertness, Combat Casting, Mounted Combat |
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Climate |
Lower Planes |
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Organization |
Solitary, mounted (1 on a nightmare), or covey (3, on nightmares) |
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Rating (CR) |
9 |
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Treasure |
Standard |
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Alignment |
Always Neutral Evil |
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Advancement |
9 – 16 HD (Medium) |
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· Disease: Demon fever – bite; Fortitude save (DC18); incubation period 1 day; damage 1d6 temporary constitution. Each day thereafter, on a failed save, the creature must immediately succeed at another Fortitude save or suffer 1 point of permanent constitution drain. · Spell-like Abilities: At will – Know Alignment, Magic Missile (4 missiles, 5/day), polymorph self, ray of enfeeblement (3/day), etherealness (only with their charm) and sleep (which affects up to 12th level characters). · Dream Haunting: The night hag visits evil victims nightly in ethereal form, intruding on the victim’s dreams and riding on the victim’s back until dawn. The victim cannot remove the night hag, and each nightly ride permanently drains 1 from the victim’s constitution. When the victim’s constitution reaches zero, the victim dies, and the night hag returns to the Waste with the larval life force. · Immunities: Immune to charm, sleep, fear, and cold- and fire-based attacks. · Outsider: Darkvision 60 feet. Can’t be raised or resurrected. Night Hags carry a special periapt called a charm of blackness. Created by hags deep in the pits of the Waste, they instantly cure any disease the possessor contracts and gives a +2 bonus to all saves. Good creatures can only use the charm for ten uses.
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