KING
Night Hag

Night Hag

Fiend · Crown of Deception

T3d8Major

Soul-trading crones, night hags enter dreams, hearts for treasures.

Tier 3  ·  Role Major  ·  Pool Vigor 6 / Vitality 6  ·  AC 14  ·  ATK +5  ·  Save DC 15  ·  Dmg d8

AC149 base + 5 Sense
Vigor6Tier + Heart mod, regenerates
Vitality62 x Tier
Move30 ft
Initiatived8 + d8rerolled each round
Attack+5d20 + bonus vs AC, two or three a turn
Damaged8crit 2d8
Save DC15Tier 3 DC
Crit15+Cunning 20
StatScoreModDie
Body8-1-d3
Mind18+4d8
Sense20+5d10
Heart16+3d6
Cunning20+5d10
Fate18+4d8

Passives

Passive

Spellcasting (dream-hexes)

She walks the roads of sleep, trading in souls and seeding nightmares that wither the dreamer, and lesser magic slides off her cold hide.

Passive

Heartstone

While holding her heartstone she can slip into the Ethereal Plane at will. If the heartstone is taken or destroyed, she cannot.

Maneuvers

Maneuver

Nightmare Haunting

From the Ethereal Plane she rides the dreams of a sleeping creature: the victim takes 3 damage, gains no benefit from that rest, and wakes exhausted. A victim haunted night after night withers toward death; destroying the heartstone ends the haunting.

Maneuver

Suffocate

She closes a withered hand and steals the breath from one creature within 30 ft. The target makes a Body save (DC 15); on a failure it takes 3 damage and cannot speak until the end of its next turn, on a success it takes 1 Vigor damage.

Tactics

GM tactics

Trades in souls. Haunts victims over weeks, slowly draining them. Forms covens with other hags.

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 3 exploding d4s and regains 1 Vigor per 4. Dead at 0 Vigor and 0 Vitality.
  • A hit rolls d8. A crit rolls two: 2d8.
  • 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.
  • Checks morale at one-third Vitality: Heart save against the party leader's presence, or GM judgment.
  • NPCs never take wounds.