Lilithra, once a notorious night hag, was feared far and wide for her malevolent dealings in the material plane. Her wickedness knew no bounds, as she reveled in spreading misery, collecting the souls of the innocent, and weaving dark bargains with desperate mortals. Her sinister talents in manipulating dreams and nightmares made her particularly infamous among those who crossed her path.
However, Lilithra's reign of terror came to an abrupt end when the 7th Seal Guild, a group of powerful and morally bound adventurers, managed to corner and imprison her in the ethereal plane. The guild's members recognized the danger she posed to the souls of the living and were determined to put an end to her reign of darkness.
In the ethereal prison, Lilithra's malevolence was thwarted, and her powers were greatly diminished. No longer able to sow chaos and despair in the material world, she languished in captivity, her influence reduced to mere whispers in the minds of those susceptible to her sinister entreaties. Her once ghastly appearance, marked by rotting flesh and a twisted visage, became spectral and ethereal, reflecting her imprisonment in the otherworldly realm.
Size/Type: Medium Outsider (Evil, Extraplanar)
Hit Dice: 14d8+56 (112 hp)
Initiative: +1
Speed: 20 ft. (4 squares)
Armor Class: 22 (+1 Dex, +11 natural), touch 11, flat-footed 21
Base Attack/Grapple: +8/+12
Attack: Bite melee ( plus disease)
Full Attack: Bite melee ( plus disease)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spell-like abilities, dream haunting
Special Qualities: Change shape, damage reduction 10/cold iron and magic, immunity to fire, cold, charm, sleep, and fear, spell resistance 25
Saves: Fort +14*, Ref +11*, Will +12*
Abilities: Str 20, Dex 12, Con 18, Int 11, Wis 15, Cha 12
Skills: Bluff +13, Concentration +16, Diplomacy +6, Disguise +2 (+4 acting), Intimidate +15, Listen +17, Ride +13, Sense Motive +14, Spellcraft +12, Spot +17
Feats: Alertness, Combat Casting, Mounted Combat, Improved Natural Weapon, Quicken spell-like ability (etherealness)
Environment: A evil-aligned plane
Organization: Solitary, mounted (1, on nightmare), or covey (3, on nightmares)
Challenge Rating: 12
Treasure: Standard
Alignment: Always neutral evil
Advancement: 9-16 HD (Medium)
Level Adjustment: —
[b]Combat
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.
[b]Disease (Ex)
Demon fever—bite, Fortitude DC 21, 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 Fortitude save or take 1 point of Constitution drain. The save DC is Constitution based.
[b]Spell-Like Abilities
At will—detect chaos, detect evil, detect good, detect law, detect magic, magic missile, ray of enfeeblement, sleep (DC 18). Caster level 14th. 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.
[b]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 Constitution drain upon awakening. Only another ethereal being can stop these nocturnal intrusions, by confronting and defeating the night hag.
[b]Change Shape (Su)
An night hag can assume the form of any Small or Medium humanoid.
[b]Heartstone
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.
However, Lilithra's reign of terror came to an abrupt end when the 7th Seal Guild, a group of powerful and morally bound adventurers, managed to corner and imprison her in the ethereal plane. The guild's members recognized the danger she posed to the souls of the living and were determined to put an end to her reign of darkness.
In the ethereal prison, Lilithra's malevolence was thwarted, and her powers were greatly diminished. No longer able to sow chaos and despair in the material world, she languished in captivity, her influence reduced to mere whispers in the minds of those susceptible to her sinister entreaties. Her once ghastly appearance, marked by rotting flesh and a twisted visage, became spectral and ethereal, reflecting her imprisonment in the otherworldly realm.
Size/Type: Medium Outsider (Evil, Extraplanar)
Hit Dice: 14d8+56 (112 hp)
Initiative: +1
Speed: 20 ft. (4 squares)
Armor Class: 22 (+1 Dex, +11 natural), touch 11, flat-footed 21
Base Attack/Grapple: +8/+12
Attack: Bite melee ( plus disease)
Full Attack: Bite melee ( plus disease)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spell-like abilities, dream haunting
Special Qualities: Change shape, damage reduction 10/cold iron and magic, immunity to fire, cold, charm, sleep, and fear, spell resistance 25
Saves: Fort +14*, Ref +11*, Will +12*
Abilities: Str 20, Dex 12, Con 18, Int 11, Wis 15, Cha 12
Skills: Bluff +13, Concentration +16, Diplomacy +6, Disguise +2 (+4 acting), Intimidate +15, Listen +17, Ride +13, Sense Motive +14, Spellcraft +12, Spot +17
Feats: Alertness, Combat Casting, Mounted Combat, Improved Natural Weapon, Quicken spell-like ability (etherealness)
Environment: A evil-aligned plane
Organization: Solitary, mounted (1, on nightmare), or covey (3, on nightmares)
Challenge Rating: 12
Treasure: Standard
Alignment: Always neutral evil
Advancement: 9-16 HD (Medium)
Level Adjustment: —
[b]Combat
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.
[b]Disease (Ex)
Demon fever—bite, Fortitude DC 21, 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 Fortitude save or take 1 point of Constitution drain. The save DC is Constitution based.
[b]Spell-Like Abilities
At will—detect chaos, detect evil, detect good, detect law, detect magic, magic missile, ray of enfeeblement, sleep (DC 18). Caster level 14th. 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.
[b]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 Constitution drain upon awakening. Only another ethereal being can stop these nocturnal intrusions, by confronting and defeating the night hag.
[b]Change Shape (Su)
An night hag can assume the form of any Small or Medium humanoid.
[b]Heartstone
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.

