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
| Stat | Score | Mod | Die |
|---|---|---|---|
| Body | 8 | -1 | -d3 |
| Mind | 18 | +4 | d8 |
| Sense | 18 | +4 | d8 |
| Heart | 18 | +4 | d8 |
| Cunning | 20 | +5 | d10 |
| Fate | 18 | +4 | d8 |
Passives
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.
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
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.
Phantasmal Slayer
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
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.