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SkarjaCreature 13


UniqueNEMediumFiendHagHumanoid
Source Pathfinder #153: Life's Long Shadows
Perception +25 (darkvision; detect alignment, detect magic)
Languages Abyssal, Aklo, Celestial, Common, Infernal
Skills Arcana +23, Deception +26, Diplomacy +24, Intimidation +24, Occultism +25, Religion +25
Str +7, Dex +5, Con +6, Int +4, Wis +6, Cha +5

AC 34; Fort +23; Reflex +22; Will +23; +2 status to all saves vs. magic, -2 to all saves if Skarja doesn't have her heartstone
HP 260
Speed 25 feet
Immunities sleep
Weaknesses Coldiron 15
Resistances Mental 15

Jaws One Action +26 (+21, +16) to hit (magical) 3d8+9 Piercing + 1d10 Evil
Claw One Action +26 (+22, +18) to hit (agile, magical) 3d10+9 Slashing + 1d10 Evil

Darkvision

A monster with darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level Darkness spell, block normal darkvision. A monster with Greater Darkvision, however, can see through even these forms of magical darkness.

Coven (divination, mental, occult)

Skarja adds Dominate, Nightmare, Scrying, and Spellwrack to her coven's spells.


This monster can form a coven with two or more other creatures who also have the coven ability. This involves performing an 8-hour ceremony with all prospective coven members. After the coven is formed, each of its members gains elite adjustments, adjusting their levels accordingly. Coven members can sense other members' locations and conditions by spending a single action, which has the concentrate trait, and can sense what another coven member is sensing as a two-action activity, which has the concentrate trait as well.

Covens also grant spells and rituals to their members, but these can be cast only in cooperation between three coven members who are all within 30 feet of one another. A coven member can contribute to a coven spell with a single-action spellcasting activity that has a single verbal component. If two coven members have contributed these actions within the last round, a third member can cast a coven spell on her turn by spending the normal spellcasting actions. A coven can cast its coven spells an unlimited number of times but can cast only one coven spell each round. All covens grant the 8th-level Baleful Polymorph spell and all the following spells, which the coven can cast at any level up to 5th: Augury, Charm, Clairaudience, Clairvoyance, Dream Message, Illusory Disguise, Illusory Scene, Prying Eye, and Talking Corpse. Individual creatures with the coven ability also grant additional spells to any coven they join. A coven can also cast the Control Weather ritual, with a DC of 23 instead of the standard DC.

If a coven member leaving the coven or the death of a coven member brings the coven below three members, the remaining members keep their elite adjustments for 24 hours, but without enough members to contribute the necessary actions, they can't cast coven spells.

Nightmare Rider

When Skarja rides a Nightmare, the nightmare also gains her status bonus to saves against magic, and both the hag and rider benefit when Skarja uses her Heartstone's Ethereal Jaunt innate spell.

At-Will Spells

The monster can cast its at-will spells any number of times without using up spell slots.

Constant Spells

A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires.

+2 status to all saves vs. magic-2 to All Saves (If Hearstone is Lost)Abyssal Plague (disease)

A creature can't recover from the Drained condition until Abyssal plague is cured

Saving Throw DC 33 fortitude

Stage 1 Drained 1 (1 day)

Stage 2 drained increases by 2 (1 day)

Change Shape One Action (concentrate, occult, polymorph, transmutation)

Skarja can take on the appearance of any Medium female humanoid. This doesn't change her Speed or her attack or damage bonuses with her Strikes, but might change the damage type her Strikes deal (typically to bludgeoning).

Dream Haunting (enchantment, occult, mental)

If Skarja 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 Skarja casts Nightmare on it, and is exposed to Abyssal Plague.

Any Drained condition 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.


Occult Innate Spells (DC 33, +25 to hit)

Cantrips (7th Level): Detect Magic (Constant)
1st Level: Detect Alignment (Constant) (All Alignments Simultaneously), Magic Missile (At Will), Ray of Enfeeblement (At Will), Sleep (At Will)
2nd Level: Invisibility (At Will)
3rd Level: Dream Message (At Will)
4th Level: Nightmare
5th Level: Shadow Blast (From Heartstone)
6th Level: Spirit Blast (From Heartstone)
7th Level: Ethereal Jaunt (At Will) (From Heartstone)
8th Level: Dream Council
9th Level: Bind Soul (At Will) (From Heartstone)

Coven Spells (DC 23, +15 to hit)

1st Level: Charm, Illusory Disguise
2nd Level: Augury
3rd Level: Clairaudience, Dream Message
4th Level: Clairvoyance, Nightmare, Talking Corpse
5th Level: Illusory Scene, Prying Eye
6th Level: Baleful Polymorph, Dominate, Scrying, Spellwrack

Coven Ritual

8th Level: Control Weather



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.