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Template Grafts | Universal Monster Rules

Night Hag

Source Starfinder #28: The Hollow Cabal pg. 59

Night Hag CR 9

XP 6,400
NE Medium outsider (evil, extraplanar)
Init +3; Senses darkvision 60 ft., detect alignment, detect magic, detect tech; Perception +17


HP 117
EAC 21; KAC 22
Fort +10; Ref +8; Will +12
DR 10/cold iron and magic; Immunities charm effects, cold, disease, fear effects, fire, sleep; SR 19


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 Abilities (CL 9th; ranged +16)
1/day—bestow curse (DC 20), deep slumber (DC 20)
3/day—inflict pain (DC 19), invisibility
At will—command (DC 18), magic missile
At will (with heartstone)—ethereal jaunt
Constant—detect magic, detect tech


STR +4; DEX +3; CON +6; INT +2; WIS +2; CHA +2
Skills Bluff +22, Diplomacy +17, Disguise +17, Intimidate +17, Mysticism +22, Sense Motive +17
Languages Abyssal, Celestial, Common, Infernal
Other Abilities change shape (any humanoid), heartstone
Gear gold AbadarCorp travel suit, aphelion laser pistol with 1 high-capacity battery (40 charges), incapacitator with 1 battery (20 charges), heartstone


Environment any evil-aligned plane
Organization solitary or coven (3 hags of any type)

Special Abilities

Dream Haunting (Su) A night hag can visit the dreams of chaotic or evil targets by using her heartstone 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.
Heartstone (Su) Every night hag owns a heartstone—a special gemstone worth at least 4,000 credits that she wears as a periapt. The heartstone makes her immune to diseases and grants her special powers, such as the ability to cast ethereal jaunt at will as a spell-like ability. Once per day, a night hag can trap the soul of a recently dead creature within the heartstone (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 miracle or wish). The soul can be freed only by destroying the heartstone or rendering it nonmagical, and a heartstone can hold only one soul at a time. A heartstone’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 heartstone functions as a 9th-level worn magic item for only 24 hours before becoming a nonmagical gem again. A heartstone instantly cures any disease contracted by the wearer and provides a +2 enhancement bonus to all saving throws. A night hag that loses her heartstone is no longer immune to disease and can no longer use ethereal jaunt until it is replaced.


Night hags trade in souls and revel in the grief they cause. They prey on mortals who are in their most vulnerable state, first toying with victims by haunting their dreams night after night. When the unfortunate mortal passes, the night hag traps their soul within her heartstone, eventually transferring the soul into another magical object that she can sell in the infernal markets of the outer planes.

Night hags vary in appearance, as they can resemble cruel, horned versions of almost any humanoid species. They can be anywhere between 3 and 8 feet tall and weigh between 100 and 400 pounds.