Night Hag

Source: Starfinder #28: The Hollow Cabal

CR: 9 XP: 6,400

NE Medium outsider (evil, extraplanar)

Init.: +3 Senses: darkvision 60 ft., detect alignment Perception: +17

Defense

HP: 117

EAC: 21 KAC: 22

Fort: +10 Ref: +8 Will: +12

Offense

Speed: 30 ft.

Melee: claw +18 (3d4+13 S) or incapacitator +18 (3d4+13 nonlethal B; critical staggered [DC 18])

Ranged: aphelion laser pistol +16 (3d4+9 F; critical burn 1d4)

Offensive Abilities: dream haunting

Spell-like Abilties: (CL 9th; ranged +16)

Statistics

Str: +4 Dex: +3 Con: +6 Wis: +2 Int: +2 Cha: +2

Skills: Bluff +22, Diplomacy +17, Disguise +17, Intimidate +17, Mysticism +22, Sense Motive +17

Languages: Abyssal, Celestial, Common, Infernal

Gear: gold AbadarCorp travel suit, aphelion laser pistol with 1 high-capacity battery (40 charges), incapacitator with 1 battery (20 charges)

Ecology

Environment: any evil-aligned plane

Organization: solitary or coven (3 hags of any type)

Special Abilities

<p><b>Dream Haunting (Su)</b> A night hag can visit the dreams of chaotic or evil targets by using her <i>heartstone</i> to become ethereal, then hovering over the creature. Once she does so, she rides on the victim’s back until dawn. The sleeper suffers tormenting dreams and takes 1 point of Constitution drain upon awakening.<br/> <b>Heartstone (Su)</b> Every night hag owns a <i>heartstone</i>—a special gemstone worth at least 4,000 credits that she wears as a periapt. The <i>heartstone</i> makes her immune to diseases and grants her special powers, such as the ability to cast <i>ethereal jaunt</i> at will as a spell-like ability. Once per day, a night hag can trap the soul of a recently dead creature within the <i>heartstone</i> (Will DC 23 negates); the creature can’t have been dead more than 8 rounds, and once its soul is trapped, it can’t be returned to life by any means (even <i>miracle</i> or <i>wish</i>). The soul can be freed only by destroying the <i>heartstone</i> or rendering it nonmagical, and a <i>heartstone</i> can hold only one soul at a time. A <i>heartstone</i>’s magic is fueled by the night hag’s spirit and proximity—once separated from its owner (or upon the night hag’s death), a <i>heartstone</i> functions as a 9th-level worn magic item for only 24 hours before becoming a nonmagical gem again. A <i>heartstone</i> instantly cures any disease contracted by the wearer and provides a +2 enhancement bonus to all saving throws. A night hag that loses her <i>heartstone</i> is no longer immune to disease and can no longer use ethereal jaunt until it is replaced.</p>

Description