Hag, Night

Medium Outsider (Evil, Extraplanar) — CR 9

Monster Manual v.3.5 (MM), p. 194Updated 3.5

Hag, Night is a D&D 3.5 monster from MM, p. 194. CR 9, HD 8d8+32 (68 hp).

Hit Dice
8d8+32 (68 hp)
Initiative
+1
Speed
Land 20 ft
Armor Class
22, 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)
STR
19
DEX
12
CON
18
INT
11
WIS
15
CHA
12
Fort / Ref / Will
+12 / +9 / +10
Challenge Rating
9
Alignment
Always Neutral-Evil
Organization
Solitary, mounted (1, on nightmare), or covey (3, on nightmares)
Treasure
Standard
Environment
Gray Wastes of Hades
Level Adjustment
Spell Resistance
25
Caster Level
8

Special Abilities

DiseaseSpell-Like AbilitiesDream HauntingDamage ReductionImmunity to FireImmunity to ColdImmunity to CharmImmunity to SleepImmunity to FearHeartstoneSpell Resistance

Feats

This being looks like a hideously ugly human woman. Its flesh is the blue-violet of a deep bruise and covered with warts, blisters, and open sores. It has straggly jet-black hair and jagged, yellow teeth. The eyes burn like hot coals, throwing out a thick, red radiance.

Description

Merciless and utterly evil, night hags are creatures from the plane of Hades that constantly hunger for the flesh and souls of innocent men and women.

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, ray of enfeeblement, 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.

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

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.