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Night Hag Queen
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<blockquote data-quote="daTim" data-source="post: 1778936" data-attributes="member: 1797"><p>Go right ahead! I'm rather flattered. </p><p></p><p>As to her design, you are correct about the heads, each can take a standard action, one has to concentrate on moving if she chooses to walk. I suppose its best to imagine it as a one headed hag, with two extra ones thrown on who dont have to do anything but cast spells and bite. </p><p></p><p>I also added two claw attacks, that can be taken as long as one of the heads bites in any one round. Still, I didnt want her to be nearly as good in hand to hand as something like a Balor or Pit Fiend. </p><p></p><p>Other changes include, resistance to acid/electricity 10, boosted AC and SR by 2, added Polymorph any Object as a SLA, and fast healing 5. One thing I did not include in the write up, is that she can dream stalk as if she was three seperate night hags, Here is her final stat block (as of now)</p><p></p><p></p><p>Night hag Omega</p><p>Large Outsider (Evil, Extraplanar)</p><p></p><p>Str: 29 (+9)</p><p>Dex: 16 (+3)</p><p>Con: 26 (+8)</p><p>Int: 24 (+7)</p><p>Wis: 26 (+8)</p><p>Chr: 26 (+8)</p><p></p><p>Hit Points: 250 (20d8[Outsider]+160[Con])</p><p>AC: 30 (10[base]-1[Size]+3[Dex]+18[Natural])</p><p>Init: +7</p><p>Speed: 40ft</p><p>Saves: Fort: +26 (12[base]+8[Con]+6[Resistance])</p><p> Refx: +22 (12[base]+3[Dex]+6[Resistance])</p><p> Will: +25 (12[base]+5[Wis]+6[Resistance])</p><p></p><p>BAB/Grapple: +20/+33</p><p>Attack: +29 Bite, +24 2 Claws</p><p>Damage: 3d6+13 + disease</p><p> 1d8+9 Claw</p><p></p><p>Skills: Bluff +31, Concentration +37, Diplomacy +35, Disguise +8 (+10 acting), Hide +26, Intimidate +33, Knowledge (Arcana, Planes) +30, Listen +43, Move Silently +30, Search +34, Sense Motive +30, Spellcraft +30 (+32 scrolls), Spot +43, Survival +8 (+10 following tracks), Use Magic Device +31 (+33 scrolls) </p><p>Languages: Abyssal, Celestial, Common, Draconic, and Infernal</p><p>Feats: Alertness*, Combat Casting, Improved Initiative, Power Attack, Quicken Spell Like Ability: Acid Arrow x2, Magic Missile x2, Weapon Focus: Bite*</p><p></p><p>Special Qualities: All around vision, Damage reduction 10/cold iron and magic, Darkvision 90ft, Fast healing 5, Immunity to fire, cold, charm, sleep, and fear, Resist acid/electricity 10, Spell resistance 30, Stable +4, Telepathy</p><p>Special Attacks: Spell-like abilities</p><p></p><p>Possessions: Omega Hag Eye</p><p></p><p>CR: 20</p><p></p><p>Disease: Demon Fever, Bite, DC 29, 1 day incubation, 1d6 Con, 1 con per day failed past that</p><p></p><p>Spell-Like Abilities: At will—acid arrow (2d4, 6 rounds) animate dead, bestow curse (DC 22), control weather, detect chaos, detect evil, detect good, detect law, detect magic, dream, greater teleport (self plus 50 pounds), magic missile (5d4+5), mirage arcana (DC 24), polymorph (self only), ray of enfeeblement (1d6+5 DC 19), sleep (DC 19) telekinesis, Veil (DC 24), 3/day cloud kill (DC 23), phantasmal killer (DC 22), polymorph any object (DC 26), 1/day Forcecage, Mindblank. Caster level 22th. A night hag can use etherealness at will (caster level 20th) so long as it possesses its heartstone (see below). </p><p></p><p>Multi-Headed: Each of the three heads can take a full round worth of actions. As long as one head bites, it can also make both claw attacks. </p><p></p><p>Omega Heartstone: This large gem is an inch and a half across and appears to have little value. For it to function correctly it must be placed in the center of your forehead. Once it is placed there, it automatically embeds itself in the person causing 10d6 points of damage. When it is finished embedding itself it appears as a large evil cats eye that glows a dull black, and emits a small amount of smoke that smells of brimstone continuously. Once it is embedded, the wielder is imbued with evil; regardless of their actual alignment, spells that affect creatures of an evil alignment affect them. While it is so embedded it grants the bearer a +6 resistance bonus to saves, immunity to all disease, a +2 bonus on caster level, and can use Etherealness as a spell like ability once a day at caster level 22. </p><p></p><p></p><p></p><p>Thanks for the comments and help!</p><p></p><p>Oh yes, Ray of Enfeeblement has a Fort Save for half in our campaign. It prooved to be far too good otherwise, getting much more use than magic missile or fireball combined. Empowered Ray of Enfeblement for (1d6+5)*1.5 strength damage? For a 3rd level spell? Thats an average of 13! I guess that should be another thread...</p></blockquote><p></p>
[QUOTE="daTim, post: 1778936, member: 1797"] Go right ahead! I'm rather flattered. As to her design, you are correct about the heads, each can take a standard action, one has to concentrate on moving if she chooses to walk. I suppose its best to imagine it as a one headed hag, with two extra ones thrown on who dont have to do anything but cast spells and bite. I also added two claw attacks, that can be taken as long as one of the heads bites in any one round. Still, I didnt want her to be nearly as good in hand to hand as something like a Balor or Pit Fiend. Other changes include, resistance to acid/electricity 10, boosted AC and SR by 2, added Polymorph any Object as a SLA, and fast healing 5. One thing I did not include in the write up, is that she can dream stalk as if she was three seperate night hags, Here is her final stat block (as of now) Night hag Omega Large Outsider (Evil, Extraplanar) Str: 29 (+9) Dex: 16 (+3) Con: 26 (+8) Int: 24 (+7) Wis: 26 (+8) Chr: 26 (+8) Hit Points: 250 (20d8[Outsider]+160[Con]) AC: 30 (10[base]-1[Size]+3[Dex]+18[Natural]) Init: +7 Speed: 40ft Saves: Fort: +26 (12[base]+8[Con]+6[Resistance]) Refx: +22 (12[base]+3[Dex]+6[Resistance]) Will: +25 (12[base]+5[Wis]+6[Resistance]) BAB/Grapple: +20/+33 Attack: +29 Bite, +24 2 Claws Damage: 3d6+13 + disease 1d8+9 Claw Skills: Bluff +31, Concentration +37, Diplomacy +35, Disguise +8 (+10 acting), Hide +26, Intimidate +33, Knowledge (Arcana, Planes) +30, Listen +43, Move Silently +30, Search +34, Sense Motive +30, Spellcraft +30 (+32 scrolls), Spot +43, Survival +8 (+10 following tracks), Use Magic Device +31 (+33 scrolls) Languages: Abyssal, Celestial, Common, Draconic, and Infernal Feats: Alertness*, Combat Casting, Improved Initiative, Power Attack, Quicken Spell Like Ability: Acid Arrow x2, Magic Missile x2, Weapon Focus: Bite* Special Qualities: All around vision, Damage reduction 10/cold iron and magic, Darkvision 90ft, Fast healing 5, Immunity to fire, cold, charm, sleep, and fear, Resist acid/electricity 10, Spell resistance 30, Stable +4, Telepathy Special Attacks: Spell-like abilities Possessions: Omega Hag Eye CR: 20 Disease: Demon Fever, Bite, DC 29, 1 day incubation, 1d6 Con, 1 con per day failed past that Spell-Like Abilities: At will—acid arrow (2d4, 6 rounds) animate dead, bestow curse (DC 22), control weather, detect chaos, detect evil, detect good, detect law, detect magic, dream, greater teleport (self plus 50 pounds), magic missile (5d4+5), mirage arcana (DC 24), polymorph (self only), ray of enfeeblement (1d6+5 DC 19), sleep (DC 19) telekinesis, Veil (DC 24), 3/day cloud kill (DC 23), phantasmal killer (DC 22), polymorph any object (DC 26), 1/day Forcecage, Mindblank. Caster level 22th. A night hag can use etherealness at will (caster level 20th) so long as it possesses its heartstone (see below). Multi-Headed: Each of the three heads can take a full round worth of actions. As long as one head bites, it can also make both claw attacks. Omega Heartstone: This large gem is an inch and a half across and appears to have little value. For it to function correctly it must be placed in the center of your forehead. Once it is placed there, it automatically embeds itself in the person causing 10d6 points of damage. When it is finished embedding itself it appears as a large evil cats eye that glows a dull black, and emits a small amount of smoke that smells of brimstone continuously. Once it is embedded, the wielder is imbued with evil; regardless of their actual alignment, spells that affect creatures of an evil alignment affect them. While it is so embedded it grants the bearer a +6 resistance bonus to saves, immunity to all disease, a +2 bonus on caster level, and can use Etherealness as a spell like ability once a day at caster level 22. Thanks for the comments and help! Oh yes, Ray of Enfeeblement has a Fort Save for half in our campaign. It prooved to be far too good otherwise, getting much more use than magic missile or fireball combined. Empowered Ray of Enfeblement for (1d6+5)*1.5 strength damage? For a 3rd level spell? Thats an average of 13! I guess that should be another thread... [/QUOTE]
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