Monsters / Night Hag
Night Hag
CR 9 - 6,400 XP - NE Medium Outsider
Stat block
AC25 (touch 14, flat-footed 21)HP92 (8d10+48)SavesFort +14, Ref +8, Will +11Melee2 claws +13 (1d4+5), bite +13 (2d6+5 plus disease)Speed30 ft.AbilitiesStr 21, Dex 19, Con 22, Int 18, Wis 16, Cha 17BAB / CMB / CMD+8 / +13 / 27Sensesdarkvision 60 ft.; Perception +16Environmentany evil-aligned plane
DR 10/cold iron and magicimmune charmimmune coldimmune fearimmune fireimmune sleepSR 24
Combat brain - every behavior cites its line (2 rules)
Built only from this entry: stat-block special attacks, the printed Int score, the creature type, its feats and senses, and the behavioral prose of its own description. Nothing invented - an uncited behavior is a test failure.
night-hunter (from senses)
senses: darkvision 60 ft.; Perception +16 - hunts where prey is blind
senses: darkvision 60 ft.; Perception +16 - hunts where prey is blind
targets-weakest (from alignment)
alignment NE, Int 18 - picks off the wounded and the unarmored first
alignment NE, Int 18 - picks off the wounded and the unarmored first
On-hit riders and breath
dream haunting
From the entry
Bite:
A night hag can visit the dreams of chaotic or evil targets by using a special periapt known as a heartstone to become ethereal, then hovering over the creature. Once it does so, it rides on the victim's back until dawn. The sleeper suffers 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 heartstone-a special gemstone worth at least 1,800 gp that is worn as a periapt. A heartstone's magic is fueled by the hag's spirit and proximity-once separated from its owner (or upon the hag's death), a heartstone retains its magic for only 24 hours before becoming a nonmagical gem again. The heartstone instantly cures any disease contracted by the holder. In addition, a heartstone provides a +2 resistance bonus on all saving throws (this ...