Night Hag (CR 9)

Medium Outsider (Evil and Extraplanar)
Alignment: Always neutral evil
Initiative: +1 (Dex); Senses: Listen +15 and Spot +15


AC: 22 (+1 Dex, +11 natural), touch 11, flat-footed 21
Hit Dice: 8d8+32 (68 hp); DR: 10/cold iron and magic
Fort +12*, Ref +9*, Will +10*
Speed: 20 ft.
Space: 5 ft./5 ft.
Base Attack +8; Grapple +12
Attack: Bite +12 melee
Full Attack: Bite +12 melee
Damage: Bite 2d6+6 and disease
Special Attacks/Actions: Spell-like abilities, dream haunting
Abilities: Str 19, Dex 12, Con 18, Int 11, Wis 15, Cha 12
Special Qualities: Immunity to fire, cold, charm, sleep, and fear, SR 25,
Feats: Alertness; Combat Casting; Mounted Combat
Skills: Bluff +12, Concentration +15, Diplomacy +5, Disguise +1 (+3 acting), Intimidate +14, Listen +15, Ride +12, Sense Motive +13, Spellcraft +11, and Spot +15
Advancement: 9-16 HD (Medium-size)
Climate/Terrain: Gray Wastes of Hades
Organization: Solitary, mounted (1 on nightmare), or covey (3, on nightmares)
Treasure/Possessions: Standard

Source: Monster Manual

Disease (Ex): Demon fever - bite, Fortitude save (DC 18), incubation period I day; damage 1d6 temporary Constitution. Each day thereafter, on a failed save, the creature must immediately succeed at another Fortitude save or suffer 1 point of permanent Constitution drain (see Disease).

Spell-Like Abilities: At will - detect chaos, detect evil, detect good, detect law, detect magic, magic missile, ray of enfeeblement and sleep. These abilities are as the spells cast by an 8th-level sorcerer (save DC 11+ spell level). A night hag can use etherealness at will as a 16th-level sorcerer so long as it possesses its heartstone (see below).

Change Shape (Su): A night hag can assume the form of any Small or Medium humanoid.

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 the hag invades someone's dreams, it rides on the victim's back until dawn. The sleeper suffers from tormenting dreams and suffers 1 point of permanent Constitution drain upon wakening. A sleeper reduced to a Constitution score of 0 dies. Only another ethereal being can stop these nocturnal intrusions, by confronting and defeating the night hag.

Immunities (Ex): Night hags are immune to fire and cold, and to charm, sleep, and fear effects.

Heartstone

All night bags carry this periapt, which instantly cures any disease contracted by the holder. In addition, a heartstone imparts a +2 resistance bonus to all saving throws. A night hag that loses this charm can no longer use etherealness until it can manufacture another (which takes one month). Good-aligned creatures can also benefit from the heartstone's powers, but the periapt shatters after ten uses and does not bestow etherealness.

Evil Subtype

A subtype usually applied only to outsiders native to the evil-aligned Outer Planes. Evil outsiders are also called fiends. Most creatures that have this subtype also have evil alignments; however, if their alignments change, they still retain the subtype. Any effect that depends on alignment affects a creature with this subtype as if the creature has an evil alignment, no matter what its alignment actually is. The creature also suffers effects according to its actual alignment. A creature with the evil subtype overcomes damage reduction as if its natural weapons and any weapons it wields were evil-aligned (see Damage Reduction).

Extraplanar Subtype

A subtype applied to any creature when it is on a plane other than its native plane. A creature that travels the planes can gain or lose this subtype as it goes from plane to plane. This book assumes that encounters with creatures take place on the Material Plane, and every creature whose native plane is not the Material Plane has the extraplanar subtype (but would not have when on its home plane). An extraplanar creatures usually has a home plane mentioned in its description. These home planes are taken from the Great Wheel cosmology of the D&D game (see Chapter 5 of the Dungeon Master's Guide). If your campaign uses a different cosmology, you will need to assign different home planes to extraplanar creatures.

Creatures not labeled as extraplanar are natives of the Material Plane, and they gain the extraplanar subtype if they leave the Material Plane. No creature has the extraplanar subtype when it is on a transitive plane; the transitive planes in the D&D cosmology are the Astral Plane, the Ethereal Plane, and the Plane of Shadow.