Planar Fiend • Dream Predator • Soul Broker

Night Hag — Dream-Haunting Fiend and Soul Broker

Night hags are corpse-thin fiends that stalk sleepers, bargain in mortal souls and move through the unseen margins between waking life and nightmare. They rarely seek a fair fight. A night hag studies a victim, finds the hour when guards are tired and courage is weakest, and turns sleep itself into a hunting ground.

Their trade carries them between the Ethereal Plane, the mortal world and the markets of the Lower Planes. They are especially associated with soul traffic touching Abaddon, while their dream predation places them in dangerous correspondence with Oneirion, the Plane of Dreams.

Creature Profile

  • Creature: Night Hag
  • Nature: Fiendish outsider and supernatural hag
  • Typical Alignment: Neutral Evil
  • Size: Roughly human-sized
  • Primary Methods: Dream invasion, disguise, magical attrition, soul theft and planar escape
  • Traditional Mount: Nightmare or Cauchemar
  • Signature Objects: Soul Bag in D&D 5.5e; Heartstone in Pathfinder 1e and D&D 3.5e

Why Night Hags Are Dangerous

A Night Hag is dangerous because walls, guards and distance do not necessarily make a victim safe. She can bargain in daylight, wear a mortal guise, withdraw into planar concealment and return when her chosen victim sleeps.

She works best as a recurring adversary rather than a monster waiting in a chamber for adventurers to arrive. Her presence can first be felt through worsening dreams, unexplained weakness, stolen memories, suspicious bargains and souls that refuse to return.


Game Statistics

Night Hag mechanics differ substantially between current D&D, Pathfinder 1e and D&D 3.5e. Each tab therefore uses its own native rules rather than converting a single stat block between editions.

Night Hag — D&D 5.5e / 2024

Medium Fiend, Neutral Evil

Armor Class 17
Initiative +5 (15)
Hit Points 112 (15d8 + 45)
Speed 30 ft.
Challenge 5 (1,800 XP)
Proficiency Bonus +3
STR DEX CON INT WIS CHA
18 (+4) 15 (+2) 16 (+3) 16 (+3) 14 (+2) 16 (+3)
Skills Deception +6, Insight +5, Perception +5, Stealth +5
Damage Resistances Cold, Fire
Condition Immunity Charmed
Senses Darkvision 120 ft.; Passive Perception 15
Languages Abyssal, Common, Infernal, Primordial
Habitat Planar; principally the Lower Planes
1454 language: On Earth, replace the rules shorthand Common with the appropriate regional language spoken by the hag’s current identity.

Traits

Coven Magic. While within 30 feet of at least two hag allies, the Night Hag can call upon coven magic using Intelligence as her spellcasting ability (spell save DC 14). The available spells are augury, find familiar, identify, locate object, scrying, and unseen servant. The spells require no Material components. After using Coven Magic to cast one of these spells, the hag must finish a Long Rest before using Coven Magic to cast that same spell again.

Magic Resistance. The Night Hag has Advantage on saving throws against spells and other magical effects.

Soul Bag. The Night Hag carries a supernatural bag required for Nightmare Haunting. The bag has AC 15, 20 Hit Points and Resistance to all damage. If destroyed, any souls imprisoned within are released. The hag requires seven days to create another.

Actions

Multiattack. The Night Hag makes two Claw attacks.

Claw. Melee Attack Roll: +7 to hit, reach 5 ft.; Hit: 13 (2d8 + 4) Slashing damage.

Nightmare Haunting (1/Day; Requires Soul Bag). While on the Ethereal Plane, the Night Hag casts dream against a creature she can see on the Material Plane. She must herself serve as the nightmare messenger. Protection from evil and good or magic circle can prevent the assault. If the nightmare harms the target, the victim’s Hit Point maximum is reduced by the same amount. A victim killed through the haunting has its soul imprisoned in the Soul Bag until released.

Spellcasting. Intelligence is the Night Hag’s spellcasting ability (spell save DC 14).

Bonus Action

Shape-Shift. The Night Hag can assume the form of a Small or Medium Humanoid or return to her true form. Other than size, her game statistics remain unchanged and her worn or carried equipment does not transform.

Encounter use: CR 5 measures the Night Hag’s direct combat threat better than her long-term campaign pressure. Her strongest encounters begin before Initiative is rolled, after she has already identified a victim and secured an Ethereal escape route.

Night Hag — Pathfinder 1e

CR 9 • XP 6,400
NE Medium outsider (evil, extraplanar)

Initiative +4
Senses Darkvision 60 ft.
Perception +16
Speed 30 ft.

Defense

AC 25, touch 14, flat-footed 21 (+4 Dex, +11 natural)
hp 92 (8d10 + 48)
Saves Fort +14, Ref +8, Will +11
Defenses DR 10/cold iron and magic; SR 24
Immunities Charm, cold, fear, fire, sleep

Offense

Speed 30 ft.
Melee 2 claws +13 (1d4 + 5), bite +13 (2d6 + 5 plus disease)
Special Attacks Dream haunting
Spell-Like Abilities CL 8th
Constant: detect chaos, detect evil, detect good, detect law, detect magic.
At Will: deep slumber (DC 16), invisibility, magic missile, ray of enfeeblement (DC 14).
At Will with Heartstone: etherealness, soul bind.

Statistics

STR DEX CON INT WIS CHA
21 19 22 18 16 17
Base Atk / CMB / CMD +8 / +13 / 27
Feats Alertness, Combat Casting, Deceitful, Mounted Combat
Skills Bluff +16, Diplomacy +11, Disguise +16, Intimidate +14, Knowledge (arcana) +12, Knowledge (planes) +15, Perception +16, Ride +15, Sense Motive +16, Spellcraft +15
Languages Abyssal, Celestial, Common, Infernal
Special Qualities Change shape (any humanoid, as alter self), Heartstone
Environment Any evil-aligned plane
Organization Solitary; mounted with 1 Nightmare; or coven of 3 hags
Treasure Standard
1454 language: When encountered on Earth, replace Common with the human language appropriate to the Night Hag’s disguise and region.

Special Abilities

Demon Fever (Su). Bite injury; Fortitude DC 20; immediate onset; frequency 1/day. The victim suffers 1d6 Constitution damage. A second failed save converts 1 point of that damage into Constitution drain. Two consecutive successful saves cure the disease. The save DC is Constitution-based.

Dream Haunting (Su). Using her Heartstone, a Night Hag can stalk a chaotic or evil sleeper from the Ethereal Plane. If the haunting continues until dawn, the victim suffers 1 point of Constitution drain. An opponent capable of reaching the hag ethereally can confront and drive her away.

Heartstone (Su). Every Night Hag carries a magical gemstone periapt worth at least 1,800 gp. It cures disease in its holder and grants the hag a +2 resistance bonus on saving throws, already included above. The Heartstone also enables etherealness and soul bind. Once separated from its owner, or after the hag’s death, its magic remains for only 24 hours.

Encounter use: The Pathfinder Night Hag is a capable physical combatant as well as a supernatural stalker. Her claws and bite punish enemies who corner her, while the Heartstone helps her decide when an encounter begins and ends.

Night Hag — D&D 3.5e

Medium Outsider (Evil, Extraplanar)

Hit Dice 8d8 + 32 (68 hp)
Initiative +1
Speed 20 ft. (4 squares)
Armor Class 22 (+1 Dex, +11 natural), touch 11, flat-footed 21
Base Attack / Grapple +8 / +12
Attack Bite +12 melee (2d6 + 6 plus disease)
Full Attack Bite +12 melee (2d6 + 6 plus disease)
Space / Reach 5 ft. / 5 ft.
Special Attacks Dream haunting, spell-like abilities
Special Qualities Change shape; DR 10/cold iron and magic; immunity to fire, cold, charm, sleep and fear; SR 25
Saves Fort +12, Ref +9, Will +10
STR DEX CON INT WIS CHA
19 12 18 11 15 12
Skills Bluff +12, Concentration +15, Diplomacy +5, Disguise +1 (+3 acting), Intimidate +14, Listen +15, Ride +12, Sense Motive +13, Spellcraft +11, Spot +15
Feats Alertness, Combat Casting, Mounted Combat
Environment An evil-aligned plane
Organization Solitary; mounted on a Nightmare; or covey of 3 Night Hags on Nightmares
Challenge Rating 9
Treasure Standard
Alignment Always neutral evil
Advancement 9–16 HD (Medium)
Level Adjustment
Languages Abyssal, Celestial, Common, Infernal
1454 language: Replace Common with the appropriate regional human language when the Night Hag operates on Earth.

Combat

A Night Hag attacks openly only when she believes the odds favour her. She prefers magical weakening, sleep and repeated dream predation before closing to bite, and retreats rather than sacrificing herself in an unfavourable battle.

Disease (Ex): Demon Fever. Bite; Fortitude DC 18; incubation period 1 day; damage 1d6 Constitution. After the first day, every failed daily save requires an immediate second DC 18 Fortitude save. Failure causes 1 point of Constitution drain. The save DC is Constitution-based.

Spell-Like Abilities. At will: detect chaos, detect evil, detect good, detect law, detect magic, magic missile, ray of enfeeblement (DC 12), and sleep (DC 12). Caster level 8th. While carrying her Heartstone she can also use etherealness at will at caster level 16th. Save DCs are Charisma-based.

Change Shape (Su). The corrected 3.5e Night Hag can assume the form of any Small or Medium humanoid. The obsolete self-only polymorph spell-like ability is not used.

Dream Haunting (Su). Using the Heartstone to become ethereal, the Night Hag hovers above a chaotic or evil sleeper and invades the victim’s dreams. If the haunting remains uninterrupted until dawn, the victim awakens having suffered 1 point of Constitution drain. Another ethereal creature can confront the hag during the haunting.

Heartstone. The Night Hag’s periapt instantly cures disease in its holder and grants a +2 resistance bonus on saving throws, already included in the statistics. Without the stone, the hag cannot use etherealness. Creating a replacement requires one month. Other creatures can use the stone’s curative and protective abilities, but it shatters after ten uses. An intact Heartstone is worth 1,800 gp.

Encounter use: The classic 3.5e Night Hag is an attrition predator. Her bite is dangerous, but her greatest advantage is choosing when she becomes reachable and returning against victims who cannot pursue her into the Ethereal Plane.

Appearance

In true form a Night Hag resembles an appallingly ugly, corpse-thin crone with bruised blue-violet skin, ember-bright eyes, an over-wide fanged mouth and clawed hands and feet. She is roughly human-sized, but her hard frame and predatory posture make her look less like a frail old woman than something that has learned to imitate one badly.

Her clothing may consist of grave-rags, scavenged finery, a dead traveller’s cloak or the respectable dress of a mortal identity she has recently worn. A Night Hag understands that horror can frighten a victim, but a convincing disguise can open the victim’s door.

Behaviour

Night Hags are calculating predators rather than berserk killers. They prefer victims who are already frightened, isolated, exhausted or morally compromised.

A hag may spend days learning household routines, identifying wards, bribing servants and discovering which members of a family sleep alone. Her first appearance may be as a healer, widow, servant, merchant, traveller or sympathetic old woman.

Everything is preparation. A remedy gives her access to a bedchamber. A warning creates distrust. A seemingly harmless bargain establishes a claim. Only after the victim has become vulnerable does the visitor reveal herself as the creature crouching beside the bed each night.

Dream Haunting and the Ethereal Plane

The Ethereal Plane gives the Night Hag hidden proximity to the waking world. From the Border Ethereal she can remain beside a mortal chamber, camp or road while most Material observers cannot see or touch her.

This makes ordinary defences unreliable. A locked door may prevent a thief entering a room but does little against a hunter already standing beside reality in the silver-grey mist.

The Ethereal Plane is not the same realm as Oneirion, the Plane of Dreams. Oneirion is the transitive realm of dream, memory, prophecy, desire and nightmare. The Ethereal instead governs ghostly nearness, overlap and hidden passage.

A Night Hag is therefore not made native to Oneirion simply because she attacks sleepers. Her hunt exploits places where sleeping consciousness, nightmare symbolism and Ethereal proximity intersect.

Heartstones and Soul Bags

Heartstone

In Pathfinder 1e and D&D 3.5e, the Heartstone is the Night Hag’s signature periapt. It protects its bearer and enables crucial parts of the hag’s planar hunting.

Stealing one can therefore change an adventure. A hag deprived of her Heartstone may suddenly be much easier to trap, while a mortal carrying the jewel may discover that its former owner will cross worlds to recover it.

Soul Bag

In D&D 5.5e, the Soul Bag is the working prison behind Nightmare Haunting. The bag is not decorative treasure but a piece of supernatural equipment used to contain the spirits of victims.

Destroying the bag may free stolen souls and deprives the Night Hag of her signature haunting until she can replace it.

These objects remain edition-specific in the game mechanics. A campaign can contain stories about both traditions without silently importing the mechanical benefits of one rules set into another.

Soul Brokers of the Lower Planes

Night Hags rarely treat a captured soul as a simple trophy. Souls are currency, tribute, ransom and leverage. A valuable spirit can be sold to a fiendish patron, exchanged for passage, offered against a planar debt or retained because someone powerful desperately wants it returned.

Abaddon is one of the darkest markets available to such traders. Its fiends already understand death, spiritual destruction and the value placed upon mortal essence. Night Hags are not daemons simply because they trade there, but they understand how to profit from beings whose appetites extend beyond mortal flesh.

This makes a Night Hag an excellent bridge between an earthly horror story and a larger planar adventure. Killing the hag may end the nightmares without recovering the dead. The adventurers may instead learn that the missing soul was sold days earlier and that the trail now leads through an Ethereal road, a ferryman, a fiendish broker or a market deep within Abaddon.

Night Hags in 1454

On Earth in 1454, most victims have no systematic planar name for what attacks them. A terrified sleeper may speak instead of a blue crone, night rider, chest demon, death-wife, nightmare widow or an old woman who steals breath in the darkness.

Similar accounts can circulate between villages and cities for years before learned magicians realise that some of them describe the same kind of extraplanar predator.

Plague Houses

Fever, grief and exhausted caretakers make supernatural wasting difficult to distinguish from genuine illness. A Night Hag can hide her work among ordinary death while offering apparently miraculous relief to desperate families.

Road Inns and Pilgrim Lodgings

Travellers come and go, unfamiliar faces attract little attention and terrible dreams can be blamed on bad food, hard roads or strange beds. A hag can change her identity as often as the road crosses a jurisdiction.

Noble Households

An heir who cannot sleep, a widow seeing the same face each night or a councillor wasting away before a succession dispute gives the hag leverage over an entire political household.

Tactics

  • Choose the victim before choosing the battlefield. The Night Hag learns sleeping arrangements, magical wards, household loyalties and escape routes before she attacks.
  • Attack recovery. Repeated nightmares weaken a group before open combat begins and can make travel increasingly dangerous.
  • Exploit disguise. A false mortal identity can approach targets the hag could never reach openly.
  • Use planar mobility. A Night Hag able to escape into the Ethereal Plane should not remain in a losing battle merely from pride.
  • Use the mount strategically. A Nightmare or Cauchemar turns the hag into a mobile planar raider rather than merely a bedside predator.
  • Retaliate indirectly. If adventurers become too dangerous, the Night Hag may haunt their patron, servant, ally, lover or family member instead.

Adventure Hooks

The Wasting Inn

Three travellers have died after spending several nights at the same riverside inn. Every survivor remembers an old woman offering warm milk before bed, but none of the staff admits that she exists.

The Soul That Will Not Return

A slain noble should be recoverable by magic, yet every attempt fails. The body is intact. The true obstacle is a Night Hag who sold the soul to a buyer in Abaddon before the corpse was discovered.

The Stolen Heartstone

A travelling healer carries a jewel capable of curing disease. She stole it from a Night Hag and does not realise that its former owner is following her through the Ethereal Plane.

Related Hags and Planar Creatures

Night Hags share the wider hag tradition of predatory magic, curses and dangerous bargains, but their fiendish nature, soul economy and planar movement distinguish them from many terrestrial hag species.

Further Viewing

What They Don’t Tell You About Night Hags — D&D
A game-focused discussion of the Night Hag as a recurring supernatural adversary.

The Night Hag — Demon That Visits You In Your Sleep
Background on oppressive sleep, nocturnal visitation and the wider nightmare tradition.

Sources and Rules Lineage

The Night Hag has appeared across multiple generations of fantasy roleplaying rules. This entry keeps D&D 5.5e / 2024, Pathfinder 1e and corrected D&D 3.5e mechanics separate so that Soul Bag, Heartstone, spell, attack and transformation rules are not accidentally mixed between editions.

Earlier game treatments include the original Monster Manual, later editions of the Monster Manual, Planescape material, Outer Planes material and later discussions of Night Hag ecology. Pathfinder 1e preserves the CR 9 Heartstone-bearing planar predator, while current D&D presents a CR 5 version centred on the Soul Bag, Nightmare Haunting and Coven Magic.

SpiralWorlds places these rules traditions within its connected planar cosmology and the 1454 campaign world, where Night Hags move between mortal communities, the Ethereal Plane, the nightmare correspondences of Oneirion and the soul markets of Abaddon.

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