Night Hag, Aarnott (3.5e Monster)

''You may be looking for the SRD:Night Hag. This is a homebrew version.''

Night Hag
A night hag stands between five and seven feet tall. She has ugly features, black skin, and burning red eyes. Many night hags have horns of some sort. Their hands end in impossibly long fingers with sharp talons. The body of a night hag appears to be skeletally thin; however, they possess a great strength fueled by the hatred of all beautiful things.

Nightmare World
In the nightmare, the creature begins to see visions crafted by the hag. The terrain in the dream will share the same general elevations, walls and surfaces where the creature was before falling into sleep, but they will look much different. Any difficult terrain will look like bubbling lava, caustic acid, or some similar sort of deadly surface to walk on. Walls will look looming and imposing and may reflect an earlier traumatic place the creature has been.

Although the creature is asleep, they will sleepwalk while they take actions in the nightmare, duplicating the actions in the real world. If the creature launches a fireball in their dream, they will do the same thing in the real world (with the same attack rolls and damage dice).

When the creature enters the dream, three nightmare monsters are randomly chosen to appear where three of the creature's allies appear. If there are not three allies nearby, then the extra monsters appear in locations of the hags choice within 60 ft. of the character. The character cannot escape the nightmare world until they defeat the three monsters that are created, the hag is killed, or the hag distances herself more than 1000 ft.

In the nightmare world, the character takes 2d6 damage at the start of their turn from pure hallucinated fear tearing at their mind. All damage taken in the nightmare remains even when the character wakes up. If you die in the nightmare, you die in real life. Creatures killed in the nightmare world have their bodies transformed into a soul larva (which contains their spirit). This is a valuable commodity in the Abyss.

The difficult terrain that now looks like lava or something similar still counts as difficult terrain, but also deals 4d6 damage to the dreamer if he steps on it.

Each character that enters a nightmare world enters their own version of the nightmare and needs to fight their own versions of nightmare monsters. The hag doesn't appear in the nightmare world unless she is ethereal, in which case characters can treat her as if she were solid and attack her normally.

Nightmare Monsters
The Night Hag creates three creatures in the nightmare world. These creatures will be something resembling twisted examples of common phobias. Some examples include:


 * A giant spider with glowing red eyes, razor sharp fangs dripping with venom, and bristling hairs.
 * A tall scarecrow, shadowy and looming ominously with a faceless stare.
 * An evil clown, disheveled and twisted, laughing maniacally.
 * A jet black viper with white eyes.
 * A snarling demon dog, chained to a peg in the ground that is loosening and about to buckle.
 * A vomiting leper, covered in pus and infection.
 * A deranged doctor, with several needles to inject you with.
 * A ghostly doll, sitting limp and then slowly turning its head and then suddenly flipping its eyes open.

Nightmare monsters may take any form the GM feels would add ambiance to the nightmare world, but their stats remain the same. For all intents and purposes, they share statistics with the Night Hag (AC, BAB, etc.), but they don't have any of her abilities, they have 1 hp (and are destroyed when damaged), have -2 AC and saves, and have one of the following attacks, each of the three nightmares having a different one:


 * +19 melee, 10 damage, Will Save DC 20 or else be Shaken until out of the nightmare world.
 * +19 30 ft. ranged, 5 damage, Fortitude Save DC 20 or else be Sickened until out of the nightmare world.
 * +19 30 ft. ranged, 8 damage, Reflex Save DC 20 or else be pulled adjacent to the monster.

Nightmare monsters usually occupy the same space as an ally and move with the ally during the ally's turns. They take their attack actions on the night hag's turn. Nightmare monsters that are not tied to a particular ally (the ally has died or there weren't enough to designate) have a 30 ft. move speed (hovering) and they take their full actions on the hag's turn.