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Night Hag

Creature 9 — fiend, hag, humanoid, unholy

Pre-Remaster content. May include legacy alignment.

WeaverShadeLANDfiendhagunholy

Night hags are thieves and merchants of mortal souls. These foul creatures collect souls in dark gems or crystalline jars to sell in fiendish markets, and are themselves empowered by potent magic jewels known as Heartstones . They haunt the Ethereal Plane, where they prey upon mortals in their dreams, debilitating them with horrific nightmares as they rest. A night hag may find a particular target and haunt them continuously over the course of weeks, slowly and cruelly breaking down the victim's

Source: pathfinder-bestiary (Pre-Remaster)

Perception +18; darkvision
Languages aklo, chthonian, common, diabolic, empyrean
Skills arcana +18, deception +18, diplomacy +18, intimidation +14, occultism +20, religion +20
Str
+5
Dex
+4
Con
+6
Int
+4
Wis
+5
Cha
+3
Items Heartstone
AC 28 Fort +19 Ref +17 Will +18 +2 status to all saves vs. magic, -2 to all saves (if heartstone is lost)
HP 170
Immunities sleep
Resistances mental 10
Weaknesses cold-iron 10
Speed 25 feet

Offense

Melee Jaws (magical, unarmed, unholy) +20, Damage 2d8+8 piercing plus 1d6 spirit plus Abyssal Plague
Melee Claw (agile, magical, unarmed, unholy) +20, Damage 2d10+8 slashing plus 1d6 spirit

Abilities

Coven (mental, occult) — A night hag adds Dominate, Nightmare, Scrying, and Spellwrack to her coven's spells.

This monster can form a coven with two or more other creatures who also have the coven ability. This involves performing an 8-hour ceremony with all prospective coven members. After the coven is formed, each of its members gains elite adjustments, adjusting their levels accordingly. Coven members can sense other members' locations and conditions by spending a single action, which has the concentrate trait, and can sense what another coven member is sensing as a two-action activity, which has the concentrate trait as well.

Covens also grant spells and rituals to their members, but these can be cast only in cooperation between three coven members who are all within 30 feet of one another. A coven member can contribute to a coven spell with a single action that has the concentrate trait. If two coven members have contributed these actions within the last round, a third member can cast a coven spell on her turn by spending the normal spellcasting actions. A coven can cast its coven spells an unlimited number of times but can cast only one coven spell each round. All covens grant the 8th-rank Cursed Metamorphosis spell and all the following spells, which the coven can cast at any rank up to 5th: Augury, Charm, Clairaudience, Clairvoyance, Dream Message, Illusory Disguise, Illusory Scene, Scouting Eye, and Talking Corpse. Individual creatures with the coven ability also grant additional spells to any coven they join. A coven can also cast the Control Weather ritual, with a DC of 23 instead of the standard DC.

If a coven member's departure or death brings the coven below three members, the remaining members keep their elite adjustments for 24 hours, but without enough members to contribute the necessary actions, they can't cast coven spells.
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.
Constant Spells — A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires.
+2 Status to All Saves vs. Magic
-2 to All Saves (If Heartstone is Lost)
Abyssal Plague (disease) — A creature can't recover from drained until abyssal plague is cured.

Saving Throw DC 28 Fortitude

Stage 1 Drained 1 (1 day)

Stage 2 Drained increases by 2 (1 day)
Change Shape (concentrate, occult, polymorph) — 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.
Dream Haunting (mental, occult) — 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 28, attack +20
9th Bind Soul (At Will) (Heartstone)
8th Dream Council
7th Ethereal Jaunt (At Will) (Heartstone)
5th Shadow Blast (Heartstone) (×2)
4th Nightmare
3rd Dream Message (At Will)
2nd Invisibility (At Will)
1st Detect Alignment (Constant) (All Alignments), Magic Missile (At Will), Ray of Enfeeblement (At Will), Sleep (At Will)
Cantrips (9th) Detect Magic (Constant) (3rd)
Occult Innate Spells DC 28, attack +20
6th Baleful Polymorph, Dominate, Scrying, Spellwrack
5th Illusory Scene, Prying Eye
4th Clairvoyance, Nightmare, Talking Corpse
3rd Clairaudience, Dream Message
2nd Augury
1st Charm, Illusory Disguise

WORKS WELL WITH

AnvilLANDA durable frontline bruiser keeps melee attackers occupied so this caster can freely land its spells from range.
SnareLANDA controller that leaves foes Off-Guard lets this caster's spell ambush bonus punish the same targets even harder.
FlankerLANDA mobile striker can isolate a single target so this caster's coven-boosted spells land on a lone victim rather than a defended group.

PUNISHES

✖ low Will✖ melee reliance✖ isolated targets
Stacking multiple heavy spellcasters here is redundant; the party only needs to solve one high-DC save problem at a time.
Works well with · Punishes · Pairing advice Unlock with Tactics

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Stat block data sourced from the Foundry VTT PF2E system under the Apache License 2.0. Source book: Pathfinder Bestiary.

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