Actions/Abilities/Traits: (Pathfinder 2e)
Ability
Ability
+2 status to all saves vs. magic
Ability
Abyssal Plague
(disease) A creature can't recover from drained until abyssal plague is cured. Saving Throw DC 28 Fortitude; Stage 1 Drained 1 (1 day); Stage 2 Drained increases by 2 (1 day)
Ability
Change Shape
(concentrate, occult, polymorph, transmutation) The night hag can take on the appearance of any Medium female humanoid. This doesn't change her Speed or her attack and damage bonuses with her Strikes, but might change the damage type her Strikes deal (typically to bludgeoning).
Ability
Coven
A night hag adds dominate, nightmare, scrying, and spellwrack to her coven's spells.
Ability
Dream Haunting
(enchantment, occult, mental) If a night hag is ethereal and hovering over a sleeping chaotic or evil creature, she can ride the victim's back until dawn. The creature endures tormenting dreams as the hag casts nightmare on it, and is exposed to abyssal plague. Any drained caused by dream haunting is cumulative. Only an ethereal being can confront the night hag and stop her dream haunting.
Ability
Nightmare Rider
When a night hag rides a nightmare, the nightmare also gains the night hag's status bonus to saves against magic, and both the hag and rider benefit when the night hag uses her heartstone's ethereal jaunt innate spell.
Ability
Occult Innate Spells
DC 28; 9th bind soul (at will; from heartstone), ethereal jaunt (at will; from heartstone); 8th dream council; 5th nightmare, shadow blast (x2, from heartstone); 3rd dream message (at will), magic missile (at will); 2nd invisibility (at will); 1st ray of enfeeblement (at will), sleep (at will); Constant (3rd) detect magic; (2nd) detect alignment (all alignments simultaneously)
Ability
Spell Ambush
2 circumstance penalty to checks and DCs to defend against her spells.
Offense
Melee
Circumstance: combat round (melee)
jaws +20 [+15/+10] (magical), Damage 2d8+8 piercing plus 1d6 evil and Abyssal plague
Trait
Fiend
Creatures that hail from or have a strong connection to the evil-aligned planes are called fiends. Fiends can survive the basic environmental effects of planes in the Outer Sphere.
Trait
Hag
These creatures are malevolent spellcasters who form covens.
Trait
Humanoid
Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.
Immunity
sleep
Item
heartstone
Language
Abyssal
Aklo
Celestial
Common
Infernal
Perception
darkvision
Resistance
mental 10
Weakness
cold iron 10