Characters for the Risen Goddess

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The Night: Paragon night hag; Large-size outsider (Evil); CR 24; HD 8d8+64 and 96;hp 224; Init +5 (Dex, Improved Initiative); Spd 60 ft.; AC 50, flatfooted 49, touch 42 (+12 insight, +12 luck, +8 Dex, +8 natural); Atk Bite +45 melee (2d6+38 and disease); SA Spell-like abilities, dream haunting; SQ Paragon qualities, SR 34, damage reduction 20/+6, fast healing 20, immunities; AL NE; SV Fort+19, Ref +19, Will +20; Str 34, Dex 27, Con 27, Int 30, Wis 30, Cha 27.

Skills and Feats: Bluff +28, Concentration +29, Intimidate +28, Listen +32,Ride +28, Sense Motive +30, Spellcraft +30, Spot +32; Alertness, Combat Casting, Improved Initiative, Large And In Charge, Mounted Combat.

Paragon Qualities: +12 luck bonus AC, +12 insight bonus to AC, +5 natural armor (does not stack), +12 luck bonus to hit and damage; +10 luck bonus to saves, +10 competence bonus to all skills; maximum hit points, and additional 12 hp per die; speed triples; Add 2 bonus feats; all special attacks gain +13 insight bonus (if applicable) to DC; add 15 caster levels to any spell-like or psionic abilities; gain ability to use greater dispel magic, haste, see invisible 3/day; fast healing 20, SR increases by 10; Gains DR 20/+6; Fire and cold resistance 10; all ability scores increase by 15 points.

Special Attacks and Qualities: Disease (Ex): Demon fever [bite, Fortitude save (DC 31), incubation period 1 day; damage 1d6 temporary Constitution. Each day thereafter, on a failed save, the creature must immediately succeed at another Fortitude save or suffer 1 point of permanent Constitution drain.

Spell-Like Abilities: At will - detect chaos, detect evil, detect good, detect law, detect magic, magic missile, polymorph self, ray of enfeeblement, and sleep. These abilities are as the spells cast by a 23rd-level sorcerer (save DC 26 + spell level). A night hag can use etherealness at will as a 41st-level sorcerer so long as it possesses its heartstone (see below).

Dream Haunting (Su): Night hags can visit the dreams of chaotic or evil individuals by using a special periapt known as a heartstone to become ethereal, then hovering over the creature. Once the hag invades someone's dreams, it rides on the victim's back until dawn. The sleeper suffers from tormenting dreams and suffers 1 point of permanent Constitution drain upon awakening. A sleeper reduced to a Constitution score of 0 dies. Only another ethereal being can stop these nocturnal intrusions, by confronting and defeating the night hag.

Immunities (Ex): Night hags are immune to fire and cold, and to charm, sleep, and fear effects.

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Elite Night Hag Bodyguards: Night hag Fighter 4/Blackguard 7; Medium-size outsider (Evil); CR 20; HD 8d8+32 plus 1d10+4 ; hp 173; Init +2 (Dex); Spd 20 ft.; AC 27, flatfooted 26, touch 14 (+8 natural, +5 armor, +3 deflection, +1 Dex); Atk Bite +22 melee (2d6+7 and disease) and +5 unholy dagger +28/+23/+18/+13 melee (d4+12 plus 2d6 unholy) and +5 unholy dagger +28/+23 (d4+9 and 2d6 unholy); SA Spell-like abilities, dream haunting, sneak attack 2d6, smite good (+3 attack and +9 damage); SQ Aura of despair, detect good, command undead (as 7th-level cleric), immunities, SR 25, damage reduction 20/+3, Spells; AL NE; SV Fort+24, Ref +15 Will +17; Str 20, Dex 12, Con 18, Int 15, Wis 16, Cha 16;

Skills and Feats: Bluff +15, Concentration +11, Intimidate +22, Listen +14,Ride +20, Sense Motive +12, Spellcraft +13, Spot +14, Tumble +10; Alertness, Ambidexterity, Combat Casting, Improved Two Weapon Fighting, Mounted Combat, Two Weapon Fighting, Weapon Focus (dagger), Weapon Specialization (dagger).

Special Attacks and Qualities: Disease (Ex): Demon fever--bite, Fortitude save (DC 18), incubation period 1 day; damage 1d6 temporary Constitution. Each day thereafter, on a failed save, the creature must immediately succeed at another Fortitude save or suffer 1 point of permanent Constitution drain.

Aura of Despair (Su): the blackguard radiates a malign aura that causes enemies to suffer a -2 morale penalty on all saving throws.

Spells (3/2/2; DC13 + spell level) 1st--cure light wounds (x2), doom; 2nd--bull¹s strength, cure moderate wounds; 3rd--cure serious wounds.

Spell-Like Abilities: At will - detect chaos, detect evil, detect good, detect law, detect magic, magic missile, polymorph self, ray of enfeeblement, and sleep. These abilities are as the spells cast by an 8th-level sorcerer (save DC 11 + spell level). A night hag can use etherealness at will as a 16th-level sorcerer so long as it possesses its heartstone (see below).

Dream Haunting (Su): Night hags can visit the dreams of chaotic or evil individuals by using a special periapt known as a heartstone to become ethereal, then hovering over the creature. Once the hag invades someone's dreams, it rides on the victim's back until dawn. The sleeper suffers from tormenting dreams and suffers 1 point of permanent Constitution drain upon awakening. A sleeper reduced to a Constitution score of 0 dies. Only another ethereal being can stop these nocturnal intrusions, by confronting and defeating the night hag.

Immunities (Ex): Night hags are immune to fire and cold, and to charm, sleep, and fear effects.

Possessions: +5 unholy daggers (2), belt of health +6, bracers of armor +5, cloak of charisma +4, gloves of Dexterity +2, ring of protection +3, heartsone amulet
 

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