Grisly fetishes and the rags of once
fine clothes hang off the corpse-thin frame of this horrifying,
sharp-fanged crone.
XP 6,400 NE Medium outsider (evil, extraplanar) Init +4; Senses darkvision 60 ft.; Perception +16 DEFENSE
AC 25, touch 14, flat-footed 21 (+4 Dex, +11 natural)hp 92 (8d10+48) Fort +14, Ref +8, Will +11 DR 10/cold iron and magic; Immune charm, cold, fear, fire, sleep; SR 24 OFFENSE
Speed 30 ft.Melee 2 claws +13 (1d4+5), bite +13 (2d6+5 plus disease) Special Attacks dream haunting Spell-Like Abilities (CL 8th) Constant—detect chaos, detect evil, detect good, detect law, detect magic At will—deep slumber (DC 16), invisibility, magic missile, ray of enfeeblement (DC 14) At will (with heartstone)—etherealness, soul bind STATISTICS
Str 21, Dex 19, Con 22, Int 18, Wis 16, Cha 17Base Atk +8; CMB +13; CMD 27 Feats Alertness, Combat Casting, Deceitful, Mounted Combat Skills Bluff +16, Diplomacy +11, Disguise +16, Intimidate +14, Knowledge (arcana) +12, Knowledge (planes) +15, Perception +16, Ride +15, Sense Motive +16, Spellcraft +15 Languages Abyssal, Celestial, Common, Infernal SQ change shape (any humanoid, alter self), heartstone SPECIAL ABILITIES
Disease (Su)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 (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. |