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Myrna RathCreature 16


UniqueNEMediumFiendHagHumanoid
Source Pathfinder #161: Belly of the Black Whale
Perception +30 (darkvision, detect alignment, detect magic)
Languages Abyssal, Aklo, Celestial, Common, Infernal
Skills Arcana +30, Deception +31, Diplomacy +29, Intimidation +27, Occultism +32
Str +8, Dex +7, Con +9, Int +6, Wis +8, Cha +5

AC 39; Fort +31; Reflex +27; Will +30;
HP 340
Speed 25 feet

Jaws One Action +32 (+27, +22) to hit (magical) 2d6 Evil + 3d8+16 Piercing
Claw One Action +32 (+28, +24) to hit (agile, magical) 3d10+16 Slashing + 2d6 Evil

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.

Planar Coven

As long as at least one other member of Myrna's coven is on the demiplane of Stormholt, the coven members add chain lightning, lightning bolt, plane shift, and punishing winds to their spells, each of which can be cast at up to 8th level.

Abyssal Plague (disease)

A creature can't recover from drained until Abyssal plague is cured

Saving Throw DC 41 fortitude

Stage 1 drained 1 (1 day)

Stage 2 drained 3 (1 day)

Change Shape One Action

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).


The monster changes its shape indefinitely. It can use this action again to return to its natural shape or adopt a new shape. Unless otherwise noted, a monster cannot use Change Shape to appear as a specific individual. Using Change Shape counts as creating a disguise for the Impersonate use of Deception. The monster's transformation automatically defeats Perception DCs to determine whether the creature is a member of the ancestry or creature type into which it transformed, and it gains a +4 status bonus to its Deception DC to prevent others from seeing through its disguise. Change Shape abilities specify what shapes the monster can adopt. The monster doesn't gain any special abilities of the new shape, only its physical form. For example, in each shape, it replaces its normal Speeds and Strikes, and might potentially change its senses or size. Any changes are listed in its stat block.

Dream Haunting One Action

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.

Spell Ambush

A creature Flat-Footed to the night hag takes a -2 circumstance penalty to checks and DCs to defend against her spells.


Innate Occult Spells (DC 41, +31 to hit)

Cantrips (8th Level): Detect Magic
1st Level: Detect Alignment (All Alignments; constant)
4th Level: Ray of Enfeeblement (at will), Sleep (at will)
5th Level: Invisibility (at will)
6th Level: Dream Message (at will), Magic Missile (at will)
7th Level: Ethereal Jaunt (at will), Nightmare, Shadow Blast
8th Level: Chain Lightning (Coven), Dream Council, Lightning Bolt (Coven), Plane Shift (Coven), Punishing Winds (Coven)
9th Level: Bind Soul (at will)



Traits

Unique

A rules element with this trait is one-of-a-kind. The DC of Recall Knowledge checks related to creatures with this trait is increased by 10.

Humanoid

Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.