Night Hag

Night Hag

Challenge Rating: 9

Size: Medium

Type: Monstrous Humanoid

Initiative: +4



Hit Points: 92 (8HD)

Armor Class: 25, touch 14, flat-footed 21 (+4 Dex, +11 natural)

Saves: Fort +14 Ref +8 Will +11

Weakness: Cold Iron, Magic


Speed: 30ft

Base Attack: +8

Melee:2 claws +13 (1d4+5), bite +13 (2d6+5 plus disease) 2 claws +7 melee (1d4+4)

Special Attacks:  Dream haunting, Disease, Spell-Like Abilities – mage bolt, ray of enfeeblement, sleep



Abilities: STR 21, DEX 19, CON 22, INT 18, WIS 16, CHA 17

Skills: Acrobatics +4, Athletics +5,  Awareness +3, Endurance +6, Knowledge +3, Persuasion +5, Spellcraft +6, Survival +3, Thievery +4

Talents: Alertness, persuasive

Special Qualities: DR/10 Cold Iron and Magic; Immune to Charm, Cold, Fear, Fire, Sleep ; etherealness



Environment: Any Evil-Aligned Plane

Organization: Solitary or covey (3 hags of any kind plus 1-8 ogres and 1-4 evil giants)

Treasure: Standard


Spell-Like Abilities

At Will – mage bolt, ray of enfeeblement, sleep (DC14 will)



Demon Fever: Bite—injury; save Fort DC 20; onset immediate; frequency 1/day; effect 1d6 Con damage(target must save a 2nd time or 1 point of the damage is drain instead); cure 2 consecutive saves. The save DC is Constitution-based.


Dream Haunting

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.



A Night Hag may become ethereal, along with their equipment. For the duration of the spell, they are in a place commonly called the In-Between, which theoretically overlaps the normal, physical, plane of Atheles (called the Material Plane). When the spell expires, a Night Hag return to material existence.


An ethereal creature is invisible, insubstantial, and capable of moving in any direction, even up or down, albeit at half normal speed. As an insubstantial creature, it can move through solid objects, including living creatures. An ethereal creature can see and hear on the Material Plane, but everything looks gray and ephemeral. Sight and hearing onto the Material Plane are limited to 60 feet. Treat other ethereal creatures and ethereal objects as if they were material. An ethereal creature can’t attack material creatures, and spells you cast while ethereal affect only other ethereal things. If the spell ends and the ethereal creature becomes material while inside a material object (such as a solid wall), they are shunted off to the nearest open space and take 1d6 points of damage per 5 feet that they so travel.


This effect lasts 10 rounds and can only be used if the Night Hag is in possession of its Heartstone.



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 etherealness or soul bind until it finds a replacement gemstone.




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