D&D Fight Club09/30/2001


Kiith: Night Hag Ranger/Rogue



Night hags originate in some infernal realm best left unexplored by adventurers. They come forth to haunt the dreams of mortals, and sap away the strength and life of their victims. Kiith is somewhat of a loner, even by the standards of the generally solitary night hag race. She never returns to her home plane and never works with any other creature except her nightmare steed. This propensity proves a weakness, perhaps, but she really does hate every other living thing. When she invades dreams, they tend to include images of war, destruction, and terror, with her own image cleverly disguised. She varies the dreams from night to night, so that her victims cannot easily see the source of their danger.

Kiith likes to use her dream-haunting power when she can, but is powerful enough that she need not fear a fight. Her nightmare mount is a formidable ally as well. If she can divide a party of adventurers she will do so, sometimes by using her polymorph ability to appear as a friend and sow dissent. Her goal is to get one or two adventurers alone so she can haunt their dreams. Both she and her mount can escape via etherealness, so she stays in a fight until the last minute, wearing out as many people as she can with her attacks. Be sure to use the nightmare's powers as well; they fight in a coordinated manner.

Here we offer three versions of Kiith, for varied challenge levels. She is presented with magic items equivalent to the value that a NPC of her level should have. Note that she rides a nightmare, which does not add to the Encounter Level of a tangle with her because the nightmare has such a low challenge rating compared to hers.

Night Hag/1st level Ranger

Night Hag/1st level Ranger/4th level Rogue

Night Hag/1st level Ranger/9th level Rogue

Challenge Rating: 10

Challenge Rating: 14

Challenge Rating: 19

Hit Dice: 8d8+8 plus 1d10+1

Hit Dice: 8d8+8 plus 1d10+1 plus 4d6+4

Hit Dice: 8d8+8 plus 1d10+1 plus 9d6+9

Hit Points: 53

Hit Points: 73

Hit Points: 96

Initiative Modifier: +1

Initiative Modifier: +1

Initiative Modifier: +6

Speed: 20 ft.

Speed: 20 ft.

Speed: 20 ft.

Armor Class: 23 (touch 13, flat-footed 22)

Armor Class: 26 (touch 14, flat-footed 26)

Armor Class: 27 (touch 15, flat-footed 27) + any bonuses from defending longsword that are applied to AC

Attacks:

  • Bite +13 melee (2d6+6 and disease)

OR

  • Masterwork longsword +12/+7 melee (1d8+4 [crit 19-20])

AND

  • Masterwork short sword +12/+7 melee (1d6+2 [crit 19-20])

AND

  • Bite +8 melee (2d6+2 and disease)

Attacks:

  • Bite +16 melee (2d6+6 and disease)

OR

  • +1 longsword +16/+11/+6 melee (1d8+5 [crit 19-20])

AND

  • +1 short sword +15/+10 melee (1d6+3 [crit 19-20])

AND

  • Bite +11 melee (2d6+2 and disease)

Attacks:

  • Bite +19 melee (2d6+6 and disease)

OR

  • +4 defending longsword +18/+13/+8 to +22/+17/+12 melee (1d8+4 to 1d8+8 [crit 17-20])

AND

  • +4 shock short sword +21/+16 melee (1d6+6 +1d6 electrical [crit 19-20])

AND

  • Bite +14 melee (2d6+2 and disease)

Face/Reach: 5 ft. x 5 ft./5 ft.

Face/Reach: 5 ft. x 5 ft./5 ft.

Face/Reach: 5 ft. x 5 ft./5 ft.

Special Attacks/Qualities:

  • Outsider Traits: Darkvision 60 ft., can't be raised or resurrected.
  • Spell-like Abilities -- at will as 8th level sorcerer (save DC 11 + spell level): detect chaos, detect evil, detect good, detect law, detect magic, magic missile, polymorph self, ray of enfeeblement, sleep; at will as 16th level sorcerer: etherealness.
  • Dream Haunting (Su) -- Can invade the dreams of chaotic or evil creatures. See Monster Manual page 140.
  • Heartstone periapt -- allows etherealness, cures any disease, imparts +2 resistance bonus to all saving throws.
  • Spell Resistance 25
  • Immunities -- Night hags are immune to fire and cold, and to charm, sleep, and fear effects.
  • Favored enemy: Humans -- Gains +1 bonus to Bluff, Listen, Sense Motive, Spot, and Wilderness Lore (for tracking) skill checks when using them against humans. Also gets +1 bonus to damage on melee and ranged attacks within 30 ft.

Special Attacks/Qualities:

  • Outsider Traits: Darkvision 60 ft., can't be raised or resurrected.
  • Spell-like Abilities -- at will as 8th level sorcerer (save DC 11 + spell level): detect chaos, detect evil, detect good, detect law, detect magic, magic missile, polymorph self, ray of enfeeblement, sleep; at will as 16th level sorcerer: etherealness.
  • Dream Haunting (Su) -- Can invade the dreams of chaotic or evil creatures. See Monster Manual page 140.
  • Heartstone periapt -- allows etherealness, cures any disease, imparts +2 resistance bonus to all saving throws.
  • Spell Resistance 25
  • Immunities -- Night hags are immune to fire and cold, and to charm, sleep, and fear effects
  • Favored enemy: Humans -- Gains +1 bonus to Bluff, Listen, Sense Motive, Spot, and Wilderness Lore (for tracking) skill checks when using them against humans. Also gets +1 bonus to damage on melee and ranged attacks within 30 ft.
  • Sneak Attack +2d6
  • Uncanny Dodge (Dex bonus to AC when flat-footed)
  • Evasion (see Player's Handbook p. 48)

Special Attacks/Qualities:

  • Outsider Traits: Darkvision 60 ft., can't be raised or resurrected.
  • Spell-like Abilities -- at will as 8th level sorcerer (save DC 11 + spell level): detect chaos, detect evil, detect good, detect law, detect magic, magic missile, polymorph self, ray of enfeeblement, sleep; at will as 16th level sorcerer: etherealness.
  • Dream Haunting (Su) -- Can invade the dreams of chaotic or evil creatures. See Monster Manual page 140.
  • Heartstone periapt -- allows etherealness, cures any disease, imparts +2 resistance bonus to all saving throws.
  • Spell Resistance 25
  • Immunities -- Night hags are immune to fire and cold, and to charm, sleep, and fear effects
  • Favored enemy: Humans -- Gains +1 bonus to Bluff, Listen, Sense Motive, Spot, and Wilderness Lore (for tracking) skill checks when using them against humans. Also gets +1 bonus to damage on melee and ranged attacks within 30 ft.
  • Sneak Attack +5d6
  • Uncanny Dodge (Dex bonus to AC when flat-footed, can't be flanked)
  • Evasion (see Player's Handbook p. 48)

Saving Throws:

Fortitude +11
Reflex +9
Will +10

Saving Throws:

Fortitude +12
Reflex +13
Will +11

Saving Throws:

Fortitude +14
Reflex +16
Will +13

Strength: 19

Strength: 19

Strength: 19

Dexterity: 12

Dexterity: 13

Dexterity: 14

Constitution: 12

Constitution: 12

Constitution: 12

Intelligence: 15

Intelligence: 15

Intelligence: 15

Wisdom: 15

Wisdom: 15

Wisdom: 15

Charisma: 12

Charisma: 12

Charisma: 12

Skills: Bluff +11, Concentration +12, Diplomacy +5, Intimidate +11, Listen +15, Move Silently +15, Ride (horse) +11, Sense Motive +12, Spellcraft +13, Spot +15

Skills: Bluff +14, Concentration +12, Diplomacy +9, Hide +18, Intimidate +15, Listen +19, Move Silently +19, Ride (horse) +11, Sense Motive +16, Speak Language (Common), Spellcraft +13, Spot +19, Tumble +5

Skills: Bluff +19, Concentration +12, Diplomacy +14, Hide +24, Intimidate +20, Listen +24, Move Silently +25, Ride (horse) +12, Sense Motive +21, Speak Language (Common), Spellcraft +13, Spot +24, Tumble +6, Use Magical Device +11

Feats: Alertness, Ambidexterity, Combat Casting, Improved Two-weapon Fighting, Mounted Combat, Track, Two-weapon Fighting.

Feats: Alertness, Ambidexterity, Combat Casting, Improved Two-weapon Fighting, Mounted Combat, Track, Two-weapon Fighting, Weapon Focus (longsword).

Feats: Alertness, Ambidexterity, Combat Casting, Improved Critical (longsword), Improved Initiative, Improved Two-weapon Fighting, Mounted Combat, Track, Two-weapon Fighting, Weapon Focus (longsword).

Alignment: Neutral Evil

Alignment: Neutral Evil

Alignment: Neutral Evil

Languages: Abyssal, Infernal, Celestial

Languages: Abyssal, Infernal, Celestial, Common

Languages: Abyssal, Infernal, Celestial, Common

Equipment: The bonuses for these items are included in the statistics above. +2 ring of protection, masterwork longsword, masterwork short sword, bracers of armor +1, boots of elvenkind, potion of cure moderate wounds

Equipment: The bonuses for these items are included in the statistics above. +3 ring of protection, +1 longsword, +1 short sword, bracers of armor +3, boots of elvenkind, cloak of elvenkind

Equipment: The bonuses for these items are included in the statistics above. +3 ring of protection, +4 defending longsword, +4 shock short sword, bracers of armor +3, boots of elvenkind, cloak of elvenkind


Nightmare: CR 5; Large Outsider (Evil); HD 6d8+18; hp 45; Init +6; Spd 40 ft., fly 90 ft. (good); AC 24 (touch 11, flat-footed 22); Atk +9 melee (1d8+4 and 1d4 fire, 2 hooves) and +4 melee (1d8+2, bite); Face/Reach 5 ft. x 10 ft./5 ft.; SA Flaming hooves, smoke; SQ Astral projection, etherealness; AL NE; SV Fort +8, Ref +7, Will +6. Str 18, Dex 15, Con 16, Int 13, Wis 13, Cha 12.

Skills: Diplomacy +3, Intuit Direction +10, Listen +12, Move Silently +11, Search +10, Sense Motive +10, Spot +12. Feats: Alertness, Improved Initiative.

See Monster Manual page 140-141 for descriptions of special attacks and special qualities.


About the Author

Robert Wiese never knew his parents. He was raised by kindly middle-class people, and grew up on the mean streets of suburbia. There, he learned important life lessons, such as the quickest route to the mall on a bicycle, how to borrow the car, and how to hang Christmas lights on a two-story house. Later in life, he discovered D&D, and gave up on all outdoor activities. Now he lives like a hermit, coming out of his cave only to fix the Internet connection or go to work at Wizards of the Coast.

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