Dungeons and Dragons Night Hag 3.5 PBP RPG

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Night Hag

Night Hag

Medium Outsider (Evil, Extraplanar)

Hit Dice:

8d8+32 (68 hp)

Initiative:

+1

Speed:

20 ft. (4 squares)

Armor Class:

22 (+1 Dex, +11 natural), touch 11, flat-footed 21

Base Attack/Grapple:

+8/+12

Attack:

Bite +12 melee (2d6+6 plus disease)

Full Attack:

Bite +12 melee (2d6+6 plus disease)

Space/Reach:

5 ft./5 ft.

Special Attacks:

Spell-like abilities, dream haunting

Special Qualities:

Damage reduction 10/cold iron and magic, immunity to fire, cold, charm, sleep, and fear, spell resistance 25

Saves:

Fort +12*, Ref +9*, Will +10*

Abilities:

Str 19, Dex 12, Con 18, Int 11, Wis 15, Cha 12

Skills:

Bluff +12, Concentration +15, Diplomacy +5, Disguise +1 (+3 acting), Intimidate +14, Listen +15, Ride +12, Sense Motive +13, Spellcraft +11, Spot +15

Feats:

Alertness, Combat Casting, Mounted Combat

Environment:

A evil-aligned plane

Organization:

Solitary, mounted (1, on nightmare), or covey (3, on nightmares)

Challenge Rating:

9

Treasure:

Standard

Alignment:

Always neutral evil

Advancement:

9-16 HD (Medium)

Level Adjustment:

-

A night hag is about the same height and weight as a female human.

Night hags speak Abyssal, Celestial, Common, and Infernal.

Combat

Night hags attack good creatures on sight if the odds of success seem favorable.

These creatures rip through armor and flesh with their deadly teeth. They love to use sleep and then strangle those who are overcome by it.

A night hag's natural weapons, as well as any weapons it wields, are treated as evil-aligned for the purpose of overcoming damage reduction. Its natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.

Disease (Ex): Demon fever-bite, Fortitude DC 18, incubation period 1 day, damage 1d6 Con. Each day after the first, on a failed save, an afflicted creature must immediately succeed on another DC 18 Fortitude save or take 1 point of Constitution drain. The save DC is Constitution based.

Spell-Like Abilities: At will-detect chaos, detect evil, detect good, detect law, detect magic, magic missile, polymorph (self only), ray of enfeeblement (DC 12), sleep (DC 12). Caster level 8th. A night hag can use etherealness at will (caster level 16th) so long as it possesses its heartstone (see below). The save DCs are Charisma-based.

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 a hag invades someone's dreams, it rides on the victim's back until dawn. The sleeper suffers from 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

All night hags carry a periapt known as a heartstone, which 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). A night hag that loses this charm can no longer use etherealness until it can manufacture another (which takes one month). Creatures other than the hag can benefit from the heartstone's powers, but the periapt shatters after ten uses (any disease cured or saving throw affected counts as a use) and it does not bestow etherealness to a bearer that is not a night hag. If sold, an intact heartstone brings 1,800 gp.


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"As you wish, be prepared, and stand back a bit, the heat from this trick is considerable." Silas causes his greatsword to disappear again, and shifts his left hand into that of a golden dragon. He utters a few words and the clawtips start glowing. Scraping them along the face of the stone wall, the rock starts melting. Flowing away from his paw, the hot molten rock resolidifies along the face of the tunnel, and out of your way, cooling much more rapidly than would be natural. Within a few moments, the heat near the wall is bearable again.

A few wisps of smoke rising from his clothes, Silas returns his hand to normal and steps through the hole he made carefully. Around a dozen dead dwarves lie about, including the one Fay had trapped in red hot armor, and you can hear their companions retreating down the tunnel ahead.

In the brief time he had to search, Cratol found a purse with about 51 gold worth of assorted coins, an intriguing small mithral casket with a lock, and a bottle of what looks to be high proof alcohol of some kind. If he wishes to bother with such things, there are also a good number of duergar crafted weapons that can be snatched up freely.

Out of Character: Note, this would be the first real evidence anyone but Velon has seen that Silas isn't just some sorcerer putting you on about his nature, though that isn't entirely conclusive either.

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