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Hag, Night

Night Hag CR 13 (Combatant)

XP 25,600
NE Medium outsider (evil, extraplanar)
Init +4; Senses darkvision 60 ft., detect alignment; Perception +23

DEFENSE

HP 225
EAC 27; KAC 29
Fort +19; Ref +17; Will +14
DR 10/cold iron and magic; Immunities charm, cold, fear, fire, sleep; SR 24

OFFENSE

Speed 30 ft.
Melee bite +27 (3d12+19P plus disease), or claws +27 (3d12+19S)
Offensive Abilities dream haunting
Spell-Like Abilities (CL 13th) x15

At willdeep slumber (DC 18), magic missile, ray of exhaustion (DC 18)

At will (with heartstone) – ethereal jaunt, soul bind (DC 24)*
3/daygreater invisibility (self only)

*see Starfarer’s Companion

STATISTICS

Str +6; Dex +4; Con +8; Int +4; Wis +3; Cha +3
Skills Bluff +28, Mysticism +23, Sense Motive +23
Languages Abyssal, Celestial, Common, Infernal
Other Abilities change shape (humanoids), heartstone

SPECIAL ABILITIES

Dream Haunting (Su)

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.

Heartstone (Su)

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 bonus is included in the statistics block above). A night hag that loses this charm can no longer use ethereal jaunt or soul bind until it finds a replacement gemstone.

ECOLOGY

Environment any
Organization solitary, mounted (1 night hag and 1 nightmare), or cover (3 hags of any type)

Hags are wicked fey creatures that exist to destroy things of beauty. These “witches” are creatures of incredible evil that is equaled only by their repulsiveness. Part of a hag’s desire to destroy things of beauty includes innocence and purity. They love to corrupt and destroy sympathy, purity, and empathy wherever it exists.

Hags will even go so far as to eat those who display such emotions in their presence.

Hags particularly enjoy devouring children – the younger the better.

Some hags will take an innocent young girl under their wing, teaching them magic and the depraved ways of the hags; slowly corrupting the girl’s sympathies toward other living creatures until she, too, transforms into a hag.

Night Hags

Night hags are terrifying crones that delight in murder and the suffering of mortals. They are dark, fey-like creatures that visit mortals in their nightmares and ride on their backs all night. Doing this over the course of several days slowly drains those whom the hag visits of their life energy until the victim dies of fright in their sleep.

A night hag stands between 5-7 feet tall. She has ugly features, black skin, and burning red eyes. Many night hags have horns of some sort. Their hands end in impossibly long fingers with sharp talons. The body of a night hag appears to be skeletal thin; however, they possess a great strength fueled by the hatred of all beautiful things.

Demon Fever

Type disease (injury); Save Fortitude DC 19

Track physical; Frequency 1/day

Effect At the impaired state, the penalties from the weakened state become permanent until the victim benefits from a restoration spell.

Cure 2 consecutive saves.

Hag Covens

When three hags of any type gather, they can form a coven to gain increased magical ability. Any combination of hags can form a coven, but green hags are the most common members of such foul gatherings.

Whenever all three hags of a particular coven are within 10 feet of one another, all three of them can work together to use any of the following spell-like abilities: animate dead, baleful polymorph (DC 19)*, bestow curse (DC 16), clairaudience/clairvoyance, charm monster (DC 16), contact other plane, control atmosphere (DC 17)**, dream, forcecage (DC 19)***, holographic terrain (DC 18), mind blank***, reincarnate, speak with dead, veil (DC 19), vision

***see Starfarer’s Companion

All three hags must take a full-round action to take part in this form of cooperative magic. All coven spell-like abilities function at CL 9th (or at the highest CL available to the most powerful hag in the coven). The save DCs are Charisma-based, and function as if with a Charisma score of 16 unless one of the hags has a higher Charisma score, in which case the spell-like ability DCs are adjusted by that hag’s Charisma modifier.

At the GM’s discretion, certain more powerful hag covens might have additional spell-like abilities.

Section 15: Copyright Notice

Starfarer Adversaries: Legacy Bestiary © 2020, Rogue Genius Games LLC; Author: Jacob E. Blackmon; Additional work by: Owen K.C. Stephens. Produced by Owen K.C. Stephens.