Night Hag Rogue take two.

Gundark

Explorer
Okay this version is a lot less nasty than my first version.http://www.enworld.org/showthread.php?t=115557.
I didn't use Rogue as a non-associated class. What do you think? Also I have 3 more feats to give her....suggestions?


Night Hag Outsider8/Rog4: CR 13; Medium Outsider (Evil,Extraplanar); HD 8d8+32(Outsider) , 4d6+16(Rogue) ; hp 101; Init +5; Spd 20; AC:27 (Flatfooted:29 Touch:11); Atk +16/11/6 base melee, +12/7/2 base ranged; +20/15/10 (1d6+8, +3 Sword, short); (); +16/11/6 (1d3+5, Unarmed strike); SA: Dream Haunting (Su) , Spell-like Abilities Detect Chaos 8 At Will Detect Evil 8 At Will Detect Good 8 At Will Detect Law 8 At Will Detect Magic 8 At Will Magic Missile 8 At Will Sleep 8 At Will Ray of Enfeeblement 8 At Will Polymorph 8 At Will Etherealness 8 At Will ; SQ: Immunity: Fire (Ex), Immunity: Cold (Ex), Immunity: Charm (Ex), Immunity: Sleep Effects (Ex), Immunity: Fear (Ex), Damage Reduction (Su): 10/Cold Iron, Damage Reduction (Su): 10/Magic, Spell Resistance (Ex): 25, No Dual Nature (Ex), Darkvision (Ex): 60 ft., Subtype: Evil, Subtype: Extraplanar; AL NE; SV Fort +11, Ref +13, Will +9; STR 20, DEX 12, CON 18, INT 11, WIS 15, CHA 12.
Skills: Bluff +16, Concentration +19, Hide +15, Intimidate +18, Listen +17, Move Silently +15, Sense Motive +17, Spellcraft +15, Spot +15, Tumble +11.

Feats: Armor Proficiency: light, Combat Casting, Improved Critical: Sword, short, Improved Initiative, Simple Weapon Proficiency, Weapon Focus: Sword, short.
Possessions:
Weapons: +3 Sword, short (18,310 gp).
Armor: Chain shirt, Masterwork (350 gp).
Shields: Buckler, Masterwork (180 gp).
 

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This is much weaker than the previous version. The Dex went down since the previous version, but the AC remained the same. You might want to take a look at that.

I haven't played at near 10th level in a long time so I don't remember what typical characters look like. The only way I would expect this thing to be too powerful for the PCs, though, is if it had a particularly powerful form that it could polymorph into. Otherwise, its strong defenses won't matter that much because of low offensive power (unless it sets up a lot of sneak attacks, which I doubt it will be able to do on its own).

Lastly, by my count you would only have 1 more feat to give her (feel free to give her 3 if that's what you want, but if you're having trouble coming up with more feats and she is powerful enough already). Something to help her use sneak attack (along the lines of Improved Feint) might be helpful.
 

Well the difference is that I gave this version armour, which the previous one had no armour. As well the extra feats come from the fact that I'm not using the standard feats that the monster manual night hag has.
 

Creatures get feats at Hit Dice 1,3,6,9,12 and so on. A Night Hag has 8 Hit Dice, so 3 feats. When you add 4 levels of Rogue, it now has 12 hit dice so it has 5 feats. Combat Casting, the two short sword feats, Improved Initiative= 4 of those 5 feats are used.
 

Elric said:
Creatures get feats at Hit Dice 1,3,6,9,12 and so on. A Night Hag has 8 Hit Dice, so 3 feats. When you add 4 levels of Rogue, it now has 12 hit dice so it has 5 feats. Combat Casting, the two short sword feats, Improved Initiative= 4 of those 5 feats are used.

I never actually counted them I was just going by how many feats that etools said the creature could of had. Maybe I did make a mistake in how many feats were left when I initially posted. Good eye
 

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