Myrna Rath
Creature 16 (unique) — fiend, hag, humanoid, unholy
Pre-Remaster content. May include legacy alignment.
WeaverShadeLANDfiendhag
Source: agents-of-edgewatch-bestiary (Pre-Remaster)
Perception +30; darkvision; detect alignment, detect magic
Languages aklo, chthonian, common, diabolic, empyrean
Skills arcana +30, deception +31, diplomacy +29, intimidation +27, occultism +32
Str
+8
Dex
+7
Con
+9
Int
+6
Wis
+8
Cha
+5
Items Cloak of the Bat (Greater), Heartstone
AC 39
Fort +31
Ref +27
Will +30
HP 340
Speed 25 feet
Offense
Melee Jaws (magical, unarmed, unholy) +32, Damage 3d8+16 piercing plus 2d6 spirit plus Abyssal Plague
Melee Claw (agile, magical, unarmed, unholy) +32, Damage 3d10+16 slashing plus 2d6 spirit
Abilities
Nightmare Rider — When a night hag rides a nightmare, the nightmare also gains the night hag's status bonus to saves against magic, and both the hag and rider benefit when the night hag uses her heartstone's Ethereal Jaunt innate spell.
Planar Coven — As long as at least one other member of Myrna's coven is on the demiplane of Stormholt, the coven members add chain lightning, lightning bolt , plane shift , and punishing winds to their spells, each of which can be cast at up to 8th level.
Abyssal Plague (disease) — A creature can't recover from drained until Abyssal plague is cured
Saving Throw DC 41 Fortitude
Stage 1 drained 1 (1 day)
Stage 2 drained 3 (1 day)
Saving Throw DC 41 Fortitude
Stage 1 drained 1 (1 day)
Stage 2 drained 3 (1 day)
Change Shape — The night hag can take on the appearance of any Medium female humanoid. This doesn't change her Speed or her attack and damage bonuses with her Strikes, but might change the damage type her Strikes deal (typically to bludgeoning).
The monster changes its shape indefinitely. It can use this action again to return to its natural shape or adopt a new shape. Unless otherwise noted, a monster cannot use Change Shape to appear as a specific individual. Using Change Shape counts as creating a disguise for the Impersonate use of Deception. The monster's transformation automatically defeats Perception DCs to determine whether the creature is a member of the ancestry or creature type into which it transformed, and it gains a +4 status bonus to its Deception DC to prevent others from seeing through its disguise. Change Shape abilities specify what shapes the monster can adopt. The monster doesn't gain any special abilities of the new shape, only its physical form. For example, in each shape, it replaces its normal Speeds and Strikes, and might potentially change its senses or size. Any changes are listed in its stat block.
The monster changes its shape indefinitely. It can use this action again to return to its natural shape or adopt a new shape. Unless otherwise noted, a monster cannot use Change Shape to appear as a specific individual. Using Change Shape counts as creating a disguise for the Impersonate use of Deception. The monster's transformation automatically defeats Perception DCs to determine whether the creature is a member of the ancestry or creature type into which it transformed, and it gains a +4 status bonus to its Deception DC to prevent others from seeing through its disguise. Change Shape abilities specify what shapes the monster can adopt. The monster doesn't gain any special abilities of the new shape, only its physical form. For example, in each shape, it replaces its normal Speeds and Strikes, and might potentially change its senses or size. Any changes are listed in its stat block.
Dream Haunting — If a night hag is ethereal and hovering over a sleeping chaotic or evil creature, she can ride the victim's back until dawn. The creature endures tormenting dreams as the hag casts Nightmare on it, and is exposed to abyssal plague. Any drained caused by dream haunting is cumulative. Only an ethereal being can confront the night hag and stop her dream haunting.
Spell Ambush — A creature Off-Guard to the night hag takes a -2 circumstance penalty to checks and DCs to defend against her spells.
Occult Innate Spells DC 41, attack +31
9th Bind Soul (At Will)
8th Chain Lightning (Coven), Dream Council, Lightning Bolt (Coven), Plane Shift (Coven), Punishing Winds (Coven)
7th Ethereal Jaunt (At Will), Nightmare
6th Dream Message (At Will), Magic Missile (At Will)
5th Invisibility (At Will), Shadow Blast (×2)
4th Ray of Enfeeblement (At Will), Sleep (At Will)
1st Detect Alignment (All Alignments; constant)
Cantrips (9th) Detect Magic
WORKS WELL WITH
AnvilLANDAn Anvil holding the frontline occupies melee attention, making targets more likely to be off-guard for Spell Ambush while she controls the battlefield with area spells.
CrasherLANDA Crasher's aggressive pressure forces clustered defenses that her lightning and wind spells exploit.
FlankerLANDA Flanker generating off-guard conditions directly amplifies Spell Ambush's penalty on all her spells.
PUNISHES
✖ low Will✖ off-guard positioning
Stacking multiple Weavers may leave no durable frontline to make Spell Ambush and area spells effective.
Works well with · Punishes · Pairing advice
Unlock with Tactics
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