Planescape Monstrous compendium appendix i


Night Hag

Size / Type

Medium-size Outsider (Evil)

Hit Dice

8d8+8 (44)

Initiative

+1 (Dex)

Speed

20ft.

Armor Class

20 (+1 Dex, +9 Natural)

Attacks

Bite +12

Damage

Bite 2d6+6 and disease

Face / Reach

5ft by 5ft / 5ft

Sp. Attacks

Spell-like abilities, dream haunting

Sp. Qualities

Immunities, SR24, DR 10 / [+3]

Saves

Fort +9

Ref +9

Will +10

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

Feats

Alertness, Combat Casting, Mounted Combat

 

Climate

Lower Planes

Organization

Solitary, mounted (1 on a nightmare), or covey (3, on nightmares)

Rating (CR)

9

Treasure

Standard

Alignment

Always Neutral Evil

Advancement

9 – 16 HD (Medium)

 

 

· 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.

 

 



    Melroch Eitheldor @ 2003 - 2004

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