Night Hag

MapTool Token

NameNight Hag
Sorted NameNight Hag
FamilyNight Hag
Size and TypeMedium Outsider (Evil, Extraplanar)
Hit Dice Count8
Hit Dice8d8+32 (68 hp)
Random Hit Points8d8+32 - 32
Initiative+1
Speed20 ft. (4 squares)
Armor Class22 (+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/Reach5 ft./5 ft.
Special AttacksSpell-like abilities, dream haunting
Special Qualities

Damage reduction 10/cold iron and magic, immunity to fire, cold, charm, sleep, and fear, spell resistance 25

SavesFort +12*, Ref +9*, Will +10*
AbilitiesStr 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

Alertness, Combat Casting, Mounted Combat

EnvironmentA evil-aligned plane
Challenge Rating9
Organization

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

TreasureStandard
AlignmentAlways neutral evil
Advancement9-16 HD (Medium)
Level Adjustment-
VersionSRD
SourcesSystem Reference Document
Stat_Block

Night hag; CR 9; Medium outsider (evil, extraplanar); HD 8d8+32; hp 68; Init +1; Spd 20 ft. (4 squares); AC 22 (+1 dex, +11 natural), touch 11, flat-footed 21; Base Atk +8; Grp +12; Atk +12 melee (2d6+6 plus disease, bite); Full Atk +12 melee (2d6+6 plus disease, bite); Space/Reach 5 ft./5 ft.; SA Spell-like abilities, dream haunting; SQ Damage reduction 10/cold iron and magic, immunity to fire, cold, charm, sleep, and fear, spell resistance 25; AL NE; SV Fort +12*, Ref +9*, Will +10*; Str 19, Dex 12, Con 18, Int 11, Wis 15, Cha 12

Skills and Feats: Bluff +12, Concentration +15, Diplomacy +5, Disguise +1 (+3 acting), Intimidate +14, Listen +15, Ride +12, Sense Motive +13, Spellcraft +11, Spot +15; Alertness, Combat Casting, Mounted Combat

Night Hag

Night Hag
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:
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:
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:
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 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.

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.

Source Copyright: System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, James Wyatt, based on original material by E. Gary Gygax and Dave Arneson.

The Open content displayed above has been reproduced with permission from the copyright holder.

Attacks: Bite +12 melee (2d6+6 plus disease), or Bite +12 melee (2d6+6 plus disease)

feats: ALERTNESS, COMBAT CASTING, MOUNTED COMBAT, ,