||Grisly fetishes and the rags of once fine clothes hang off the corpse-thin frame of this horrifying, sharp-fanged crone.
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.
immune to charm, cold, fear, fire, sleep
Spell resistance 95%
reduce all attack that are not cold iron AND magic by half after AP.
Application: Injection, requires only a small cut
Potency: as END of hag
Onset time: immediate
Duration: 3d4 days
Conditions: If not resisted, the victim takes 1d6 point loss to CON per day.If a victim reaches 0 CON they die.
Treatment: Antivenom or magical treatment only.
Spells and effects (all 10 intensity)
Alter self (at will)
constant: Detect Evil, good, chaos, law and magic
At will— sleep, invisibility, magic missile,
ray of enfeeblement
A 75' coruscating ray springs from your hand. You must succeed in an unarmed attack to strike a target. The subject takes a penalty to Strength equal to 1d6 +. The subject’s Strength score cannot drop below 1. A successful END save reduces this penalty by half. This penalty does not stack with itself. Apply the highest penalty instead.
At will (with heartstone)—
Casting Time 1 Action
Range touch; see text
Targets you and one other touched creature per I.
Duration 10 min.
This spell functions like ethereal jaunt (4th level), except that you and other willing creatures joined by linked hands (along with their equipment) become ethereal. Besides yourself, you can bring one creature per Intensity to the Ethereal Plane. Once ethereal, the subjects need not stay together.
When the spell expires, all affected creatures on the Ethereal Plane return to material existence.
Casting Time 1 action
Range 75 ft.
You draw the soul from a newly dead body and imprison it in a black sapphire gem. The subject must have been dead no more than 1 round per Intensity. The soul, once trapped in the gem, cannot be returned through clone, raise dead, reincarnation, resurrection, true resurrection, or even a miracle or a wish. Only by destroying the gem or dispelling the spell on the gem can one free the soul (which is then still dead).
The focus for this spell is a black sapphire of at least 100 gp value for every rank possessed by the creature whose soul is to be bound. If the gem is not valuable enough, it shatters when the binding is attempted. (While creatures have no concept of level as such, the value of the gem needed to trap an individual can be researched.)
A night hag can visit the dreams of chaotic or evil targets by using a special periapt known as a heartstone to become ethereal, then hovering over the creature. Once it does so, it rides on the victim’s back until dawn. The sleeper suffers 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.
All night hags carry a heartstone—a special gemstone worth at least 180 gp that is worn as a periapt. A heartstone’s magic is fueled by the hag’s spirit and proximity—once separated from its owner (or upon the hag’s death), a heartstone retains its magic for only 24 hours before becoming a nonmagical gem again. The heartstone instantly cures any disease contracted by the holder. In addition, a heartstone provides a +10 resistance bonus on all saving throws (this bonus is included in the statistics already). A night hag that loses this charm can no longer use etherealness or soul bind until it finds a replacement gemstone.