Night Hag, Aarnott (3.5e Monster)
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You may be looking for the SRD:Night Hag. This is a homebrew version.
This monster is balanced to fit in a high level of balance game. I have taken the liberty of not using the standard D&D rules for determining various statistics for this monster. As a result, it may seem a bit stronger (or weaker) than some SRD monsters of the same CR and that is fine. I think it will pose an appropriate challenge for characters of its CR.
|NE Medium Outsider (Extraplanar, Evil)|
|Init/Senses||+1/Darkvision 60 ft.; Listen +15, Spot +15|
|AC||29, touch 20, flat-footed 27|
|hp||150 (9 HD); DR 10/cold iron and magic|
|Immune||fire, cold, charm, sleep, and fear|
|Speed||30 ft. (6 squares); Ethereal Glide|
|Melee||+21 Bite (6d6 + disease)|
|Space/Reach||5 ft./5 ft.|
|Atk Options||Haunt Dreams, Continue the Nightmare|
|Abilities||Str 19, Dex 12, Con 18, Int 11, Wis 15, Cha 12|
|Skills||Bluff +12, Concentration +15, Diplomacy +5, Disguise +1 (+3 acting), Intimidate +14, Listen +15, Ride +12, Sense Motive +13, Spellcraft +11, Spot +15|
|Ethereal Glide (Su)||As a swift action, once every 3 rounds, a Night Hag and her mount (if any) can become ethereal for 1 round. She gains a fly speed of 60 ft (average) during this round. If she enters the same space as a material creature, she can use her Haunt Dreams ability.|
|Change Shape (Su)||A night hag can assume the form of any Small or Medium female humanoid.|
|Haunt Dreams (Su)|| If a night hag enters the same space as a creature when she is ethereal and the creature is not, she can cause the creature to enter an extremely vivid nightmare for 3 rounds. The creature must make a Will Save DC 22 or else fall into a deep sleep state where the nightmare begins. This ability is a free action, but she can only use it once against an individual creature each round (but as many creatures as she can pass through).
A creature that is brought into the nightmare world must defeat 3 nightmare monsters to escape. See below for more details.
A creature that escapes the nightmare world is immune to Haunt Dreams for the rest of the day.
|Continue the Nightmare (Su)||As a standard action when a creature is in a nightmare and the hag is ethereal, she can force the creature to make a Will Save DC 22 or revive nightmare monsters the creature has slain, bringing the count up to 3 again.|
|Dreamscape (Su)|| As a swift action, a night hag can create special terrain features inside the nightmare worlds of each creature she has forced into a nightmare. She can choose one of the following options to occupy an area that is not already difficult terrain. Each of these terrain features count as difficult terrain.
Sprouting Hands: A bunch of hands burst from the ground in a 5 ft. square, forcing any dreaming creature in that square to make a Reflex Save DC 22 or else be Immobilized for 1 round. The hands remain there indefinitely and will continue trying to grab creatures that enter the square (immediately ending movement on a failed save).
Energy Cords: A massive white flower grows and suddenly hundreds of thin, long cords of energy whip out attempting to grab anything they can. The flower must be placed in an unoccupied 10 ft. square area and every dreaming creature within 30 ft. must make a Will save DC 22 or else have the cords wrap around their body and entangle them for 1 round. A strong willpower deters the cords from even coming close. The flower will attempt to entangle creatures every round in this way.
|Disease (Ex)||A bite from a night hag forces a character to make a Fortitude save DC 22 or else contract Demon Fever.|
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.
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.
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.
|Challenge Rating||9 +|
|Identifier||3.5e Monster +|
|Name||Night Hag +|
|Subtype||Extraplanar + and Evil +|
|Summary||Night hags are incredibly evil creatures hailing from the Fiendish Planes. +|
|Title||Night Hag, Aarnott +|