CR 9
HP 68, hd8d8+32
AC 22 (+1 Dex, +11 natural), touch 11, flat-fooded 21
Fort +12*, Ref +9*, Will +10*
Speed 20 ft. (4 squares)
Initiative +1
Spot , Listen
Standard attacks
BAB +8, Grapple +12
Full attack: Bite +12 melee (2d6+6 plus disease)
Special Attacks/Qualities
Spell-like abilities, dream haunting
Damage reduction 10/cold iron and magic, immunity to fire, cold, charm, sleep, and fear, spell resistance 25
Skills Bluff +12, Concentration +15, Diplomacy +5, Disguise +1 (+3 acting), Intimidate +14, Listen +15, Ride +12, Sense Motive +13, Spellcraft +11, Spot +15
Feats Alertness, Combat Casting, Mounted Combat
Str 19
Con 18
Dex 12
Int 11
Wis 15
Cha 12
Alignment Always neutral evil,
Environment A evil-aligned plane,
Organisation Solitary, mounted (1, on nightmare), or covey (3, on nightmares)

A night hag is about the same height and weight as a female human.
Night hags speak Abyssal, Celestial, Common, and Infernal.


Night hags attack good creatures on sight if the odds of success seem favorable.
These creatures rip through armor and flesh with their deadly teeth. They love to use sleep and then strangle those who are overcome by it.
A night hag?s natural weapons, as well as any weapons it wields, are treated as evil-aligned for the purpose of overcoming damage reduction. Its natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.
Disease (Ex): Demon fever?bite, Fortitude DC 18, incubation period 1 day, damage 1d6 Con. Each day after the first, on a failed save, an afflicted creature must immediately succeed on another DC 18 Fortutude save or take 1 point of Consitution drain. The save DC is Consitution based.
Spell-Like Abilities: At will?detect chaos, detect evil, detect good, detect law, detect magic, magic missile, polymorph (self only), ray of enfeeblement (DC 12), sleep (DC 12). Caster level 8th. A night hag can use etherealness at will (caster level 16th) so long as it possesses its heartstone (see below). The save DCs are Charisma-based.
Dream Haunting (Su): Night hags can visit the dreams of chaotic or evil individuals by using a special periapt known as a heartstone to become ethereal, then hovering over the creature. Once a hag invades someone?s dreams, it rides on the victim?s back until dawn. The sleeper suffers from tormenting dreams and takes 1 point of Consitution drain upon awakening. Only another ethereal being can stop these nocturnal intrusions, by confronting and defeating the night hag.
class="errata" |
Change Shape (Su): A night hag can assume the form of any Small or Medium humanoid.


All night hags carry a periapt known as a heartstone, which instantly cures any disease contracted by the holder. In addition, a heartstone provides a +2 resistance bonus on all saving throws (this bonus is included in the statistics block). A night hag that loses this charm can no longer use etherealness until it can manufacture another (which takes one month). Creatures other than the hag can benefit from the heartstone?s powers, but the periapt shatters after ten uses (any disease cured or saving throw affected counts as a use) and it does not bestow etherealness to a bearer that is not a night hag. If sold, an intact heartstone brings 1,800 gp.

System Reference Document -> List of Creatures (SRD)
This article is a D20 reference page
The System Reference Document is a comprehensive toolbox consisting of rules, races, classes, feats, skills, various systems, spells, magic items, and monsters compatible with the d20 System version of Dungeons & Dragons and various other roleplaying games from Wizards of the Coast.

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