Skarja
Creature 13 (unique) — fiend, hag, humanoid, unholy
Pre-Remaster content. May include legacy alignment.
WeaverShadeLANDfiendhagunholy
Source: extinction-curse-bestiary (Pre-Remaster)
Perception +25; darkvision; detect magic
Languages aklo, chthonian, common, diabolic, empyrean
Skills arcana +23, deception +26, diplomacy +24, intimidation +24, occultism +25, religion +25
Str
+7
Dex
+5
Con
+6
Int
+4
Wis
+6
Cha
+5
Items Skarja's Heartstone
AC 34
Fort +23
Ref +22
Will +23
+2 status to all saves vs. magic, -2 to all saves if Skarja doesn't have her heartstone
HP 260
Immunities sleep
Resistances mental 15
Weaknesses cold-iron 15
Speed 25 feet
Offense
Melee Jaws (magical, unarmed, unholy) +26, Damage 3d8+9 piercing plus 1d10 spirit plus Abyssal Plague
Melee Claw (agile, magical, unarmed, unholy) +26, Damage 3d10+9 slashing plus 1d10 spirit
Abilities
Coven (mental, occult) — Skarja 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.
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 Skarja rides a Nightmare, the nightmare also gains her status bonus to saves against magic, and both the hag and rider benefit when Skarja 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 the Drained condition until Abyssal plague is cured
Saving Throw DC 33 Fortitude
Stage 1 Drained 1 (1 day)
Stage 2 drained increases by 2 (1 day)
Saving Throw DC 33 Fortitude
Stage 1 Drained 1 (1 day)
Stage 2 drained increases by 2 (1 day)
Change Shape (concentrate, occult, polymorph) — Skarja can take on the appearance of any Medium female humanoid. This doesn't change her Speed or her attack or damage bonuses with her Strikes, but might change the damage type her Strikes deal (typically to bludgeoning).
Dream Haunting (mental, occult) — If Skarja 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 Skarja casts Nightmare on it, and is exposed to Abyssal Plague.
Any Drained condition caused by dream haunting is cumulative. Only an ethereal being can confront the night hag and stop her dream haunting.
Any Drained condition 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 33, attack +25
9th Bind Soul (At Will) (From Heartstone)
8th Dream Council
7th Ethereal Jaunt (At Will) (From Heartstone)
6th Spirit Blast (From Heartstone)
5th Shadow Blast (From Heartstone) (×2)
4th Nightmare
3rd Dream Message (At Will)
2nd Invisibility (At Will)
1st Detect Alignment (Constant) (All Alignments Simultaneously), Magic Missile (At Will), Ray of Enfeeblement (At Will), Sleep (At Will)
Cantrips (9th) Detect Magic (Constant)
Occult Innate Spells DC 23, attack +15
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 absorbs melee attention so this spellcaster can keep casting and stacking the Abyssal Plague curse uninterrupted.
SnareLANDA controller that isolates a single PC gives this creature time to land Fortitude-draining curses without interference.
MenderLANDA coven-style support ally keeps this high-value caster alive through a prolonged fight where the party focuses spellcasters first.
PUNISHES
✖ low Will✖ melee reliance✖ clumping
Avoid stacking with another heavy spellcaster; a party's single answer to burst magic, such as an interrupt or focused strike, handles both at once.
Works well with · Punishes · Pairing advice
Unlock with Tactics
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