NE Medium outsider ( evil, extraplanar)
Init +4; Senses darkvision 60 ft.; Perception +16
DEFENSEAC 25, touch 14, flat-footed 21 (+4 Dex, +11 natural)
hp 92 (8d10+48)
Fort +14, Ref +8, Will +11
DR 10/cold iron and magic; Immune charm, cold, fear, fire, sleep; SR 24
OFFENSESpeed 30 ft.
Melee 2 claws +13 (1d4+5), bite +13 (2d6+5 plus disease)
Special Attacks dream haunting
Spell-Like Abilities (CL 8th)
Constant— detect chaos, detect evil, detect good, detect law, detect magic
At will— deep slumber (DC 16), invisibility, magic missile, ray of enfeeblement (DC 14)
At will (with heartstone)— etherealness, soul bind
STATISTICSStr 21, Dex 19, Con 22, Int 18, Wis 16, Cha 17
Base Atk +8; CMB +13; CMD 27
Feats Alertness, Combat Casting, Deceitful, Mounted Combat
Skills Bluff +16, Diplomacy +11, Disguise +16, Intimidate +14, Knowledge (arcana) +12, Knowledge (planes) +15, Perception +16, Ride +15, Sense Motive +16, Spellcraft +15
Languages Abyssal, Celestial, Common, Infernal
SQ change shape (any humanoid, alter self), heartstone
SPECIAL ABILITIESdamage (target must save a 2nd time or 1 point of the damage is drain instead); cure 2 consecutive saves. The save DC is Constitution-based.
drain upon awakening. Only another ethereal being can stop these nocturnal intrusions by confronting and defeating the night hag.
etherealness or soul bind until it finds a replacement gemstone.
Environment any evil-aligned plane
Organization solitary, mounted (1 and 1 nightmare), or coven (3 hags of any type)
Terrifying murderesses and greedy soul brokers, night hags prey upon mortals while they’re most vulnerable. Preferring to kill their prey slowly, haunting their dreams night after night, these hags trap the tormented souls of their victims within dark gems so they might be sold in the infernal markets of the outer planes. Night hags vary widely in appearance, standing between 5-1/2 and 7 feet tall, and weighing from 150 to 300 pounds.