KING
Hag (Night)

Hag (Night)

Fey · Crown of Deception

T4d10Major

Dream-haunting shadows, night hags soul-trade in nightmares, hearts black as void.

Tier 4  ·  Role Major  ·  Pool Vigor 8 / Vitality 8  ·  AC 13  ·  ATK +6  ·  Save DC 17  ·  Dmg d10

AC139 base + 4 Sense
Vigor8Tier + Heart mod, regenerates
Vitality82 x Tier
Move30 ft
Initiatived8 + d8rerolled each round
Attack+6d20 + bonus vs AC, two or three a turn
Damaged10crit 2d10
Save DC17Tier 4 DC
Crit15+Cunning 20
Disruptd6on any Vitality loss
StatScoreModDie
Body8-1-d3
Mind18+4d8
Sense18+4d8
Heart18+4d8
Cunning20+5d10
Fate18+4d8

Passives

Passive

Spellcasting (nightmare-weaving)

Slips into sleeping minds across the Ethereal Plane, spinning terrors and wearing borrowed faces; she can take the shape of any humanoid of similar size at will.

Passive

Heartstone

Carries a soul gem that lets her slip into the Ethereal Plane at will and see 60 ft into it. If the gem is taken or shattered, she is stranded in whichever world she stands in.

Maneuvers

Maneuver

Suffocate

She reaches into a creature within 30 ft and steals the breath from its lungs. Body save (DC 17): on a failure it cannot breathe and takes 4 damage as it strangles, on a success it takes 1 Vigor damage.

Declarations

Declared in the enemy tactical window and resolved at the start of its next turn. Any Vitality it loses first forces the disruption roll: on a 1 the telegraph is lost.

Declaration

Phantasmal Slayer

Telegraph · disrupt d6 · Mind save

She drags a victim's deepest terror out of its dreams and makes it real to that creature alone. Mind save (DC 17): on a failure it takes 4 damage and is frightened for 1 round, on a success it takes 1 Vigor damage.

Reactions

Reaction

Ethereal Escape

When first reduced to half Vitality or below, she slips into the Ethereal Plane, visible only as a faint shadow.

Tactics

GM tactics

Haunts victims over multiple nights, weakening them before confrontation. In combat, shifts to the Ethereal Plane after each attack to avoid retaliation. Trades captured souls to fiends and other dark powers.

Running it

Rules

  • Shield of Tier + Heart mod over a Vitality pool of 2 x Tier. Full Vigor at combat start; at the start of its turn it rolls 4 exploding d4s and regains 1 Vigor per 4. Dead at 0 Vigor and 0 Vitality.
  • A hit rolls d10. A crit rolls two: 2d10.
  • Crits on a natural 15+ (Cunning 20).
  • Two or three attacks in a normal turn: multiattack is the threat scaler, and one swing a round makes it a mook.
  • Any Vitality lost while a telegraph is pending forces its disruption roll; on a 1 the telegraph is lost.
  • Checks morale at one-third Vitality: Heart save against the party leader's presence, or GM judgment.
  • NPCs never take wounds.