Hag, Night (CR 11/MR 4)

Grisly fetishes and the rags of once fine clothes hang off the corpse-thin frame of this horrifying, sharp-fanged crone.

Mythic Night Hag (CR 11/MR 4)
XP 12,800
Pathfinder Roleplaying Game Bestiary
NE Medium outsider (evil, extraplanar, mythic)
Init +4; Senses darkvision 60 ft.; Perception +14


AC 29, touch 14, flat-footed 25 (+4 Dex, +15 natural)
hp 132 (8d10+88)
Fort +14, Ref +8, Will +11
Defensive Abilities DR 10/cold iron, epic, and magic; Immune charm, cold, fear, fire, sleep; SR 28


Speed 30 ft.
Melee 2 claws +14 (1d4+6), bite +14 (2d6+6 plus disease)
Special Attacks cursed clawsMA, dream haunting, hellriderMA, in your dreamsMA, maggot mouthMA

Spell-Like Abilities (CL 8th; concentration +12)
Constant—detect chaos, detect evil, detect good, detect law, detect magic
At will—deep slumber (DC 17), invisibility, quickened lullaby (DC 14), magic missile, ray of enfeeblement (DC 15)
At will (with heartstone)—etherealness, soul bind
3/day—empowered ray of enfeeblement (DC 15)


Str 23, Dex 19, Con 22, Int 18, Wis 16, Cha 19
Base Atk +8; CMB +14; CMD 28
Feats Combat Casting, DeceitfulMF, Empower Spell-Like Ability (ray of enfeeblement), Mounted CombatMF
Skills Bluff +19, Diplomacy +12, Disguise +19, Intimidate +15, Knowledge (arcana) +15, Knowledge (planes) +15, Perception +14, Ride +15, Sense Motive +14, Spellcraft +12
Languages Abyssal, Celestial, Common, Infernal
SQ change shape (any humanoid; alter self), heartstone


Environment any evil-aligned plane
Organization solitary, mounted (1 and 1 nightmare), or coven (3 hags of any type)
Treasure standard

Special Abilities

Cursed Claws (Su) If a mythic night hag strikes a creature with both claws in the same round, the target is affected as a cursed wound hex. If the hag expends one use of its mythic power, the curse becomes permanent and the DC to remove the curse or to affect the target with conjuration (healing) spells and similar healing effects is increased by 4.

Disease (Su) Demon Fever: Bite—injury; save Fort DC 20; onset immediate; frequency 1/day; effect 1d6 Con damage (target must save a 2nd time or 1 point of the damage is drain instead); cure 2 consecutive saves. The save DC is Constitution-based.

Dream Haunting (Su) 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.

Heartstone (Su) All night hags carry a heartstone - a special gemstone worth at least 1,800 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 +2 resistance bonus on all saving throws (this bonus is included in the statistics block above). A night hag that loses this charm can no longer use etherealness or soul bind until it finds a replacement gemstone.

Hellrider (Sp) A mythic night hag can summon a nightmare once per day as a standard action. The nightmare serves it for up to 8 hours and then disappears. If the hag expends one use of its mythic power when summoning the nightmare, it may summon a mythic nightmare or may summon a nightmare with the agile or savage simple mythic template. A mythic night hag can see and breathe normally through a nightmare’s smoke, and it can summon the nightmare directly under itself, so it is already mounted as soon as the nightmare arrives. All squares within and adjacent to the nightmare’s space when it arrives are automatically filled with the nightmare’s smoke for 1 round.

In Your Dreams (Su) When a mythic night hag is about to die or be permanently incapacitated, it can expend one use of its mythic power to send its spirit into the subconscious mind of the creature that kills or vanquishes it. This functions similarly to magic jar (DC 19), but the mythic night hag does not immediately gain control of the target’s body. Instead, the target is affected each time it sleeps as nightmare (DC 19), and on a failed save also gains 1 negative level. If the target fails its save three nights in a row, the mythic night hag can attempt to assert control as normal for magic jar.

The target gains one additional negative level each day or fraction thereof that the mythic night hag remains in control. The target’s body takes no penalties from these negative levels as long as the hag is in control; if the hag is driven out, however, all penalties return. If the target is carrying that mythic night hag’s heartstone, even in an extradimensional space, it takes a ─4 penalty on saving throws against this ability and gains 2 negative levels for each failed save and for each day the hag remains in control. Once the target’s negative levels equal its Hit Dice, the target’s spirit is bound by the hag (as if it had successfully used soul bind on the target) and its body shrivels and withers into the blackened form of a mythic night hag. Non-mythic effects that end or suppress possession have no effect unless the creator of the effect succeeds at a DC 26 caster level check. A mythic creature can add its mythic tier as a bonus on this check. The save DC is Charisma-based.

Maggot Mouth (Ex) A mythic night hag’s mouth is filled with vile, squirming maggots. Any creature she bites must succeed on a DC 20 Reflex save or become infested with rot grubs, taking 1d4 points of Constitution damage per round as the rot grubs burrow through and consume its flesh for 1d6 rounds. These fiendish rot grubs share the hag’s immunity to cold and fire, but any other energy-based attack (including damage from negative energy) that deals at least 5 points of damage to the victim automatically destroys all of the rot grubs infesting it, ending the effect prematurely.

Additionally, any effect that removes disease instantly ends a rot grub infestation. Immunity to disease offers no defense. In addition, once per day as a full-round action, a mythic night hag can vomit up a rot grub swarm which shares the hag’s immunity to cold and fire. The swarm does not harm the mythic night hag or any creature on which she is mounted but otherwise moves 10 feet per round in a straight line until it reaches targets it can attack. The mythic night hag can mentally direct the rot grub swarm as a move action to change direction or attack specific creatures. The swarm remains for up to 1 minute or until destroyed. After vomiting up a rot grub swarm, a mythic night hag’s maggot mouth ability is suppressed for 1 minute. The save DC is Constitution-based.

Nightmare Lullaby (Sp or Su) A mythic night hag can use quickened lullaby at will as a spell-like ability and may also use a slumber hex (DC 18) at will. In addition, it may expend mythic power when using its deep slumber, lullaby, and ray of enfeeblement spell-like abilities to duplicate the mythic versions of those spells instead.

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