Aslynn the Dream TakerCreature 11
Source Pathfinder Society Scenario #4-17: Trapping the Hag's Claw
Perception +24 (darkvision)
Languages Aklo, Chthonian, Common, Diabolic, Empyrean, Tien
Skills Arcana +22, Deception +21, Diplomacy +19, Intimidation +21, Occultism +24, Religion +22
Str +5, Dex +4, Con +6, Int +4, Wis +5, Cha +3
AC 30; Fort +20; Reflex +19; Will +22; +2 status to all saves vs. magic, -2 to all saves (if heartstone is lost)
HP 190
Speed 25 feet (fly 25 feet)
Immunities sleep
Weaknesses Cold Iron 12
Resistances Mental 12, Cold 12, Fire 12
Jaws
+24 (+19, +14) to hit (magical, unarmed, unholy) 2d8+11 PiercingClaw
+24 (+20, +16) to hit (agile, magical, unarmed, unholy) 2d12+13 SlashingConstant Spells
A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires.
+2 Status to All Saves vs. Magic-2 to All Saves (If Heartstone is Lost)Aslynn's Gaze
(curse, emotion, fear, mental, occult)Aslynn gazes upon a creature, afflicting it with intense distress and a gnawing sense of impending doom; the creature must attempt a DC 30 will save. Since this effect isn't visual, the creature doesn't need to be able to see Aslynn to be affected.
Critical Success The target is unaffected and is temporarily immune to Aslynn's gaze for 1 day.
Success The target is Frightened 1.
Failure The target is frightened 1 and Slowed 1 for 1 round.
Critical Failure The target is Frightened 2 and slowed 1 for 1 minute.
Change Shape
(concentrate, occult, polymorph)Aslynn can takes on the specific appearance of any Medium female humanoid or any Large or smaller cat who she has seen and whose appearance she remembers. This doesn't change her Speed or her attack and damage bonuses with her Strikes but might change the damage type her Strikes deal (typically to bludgeoning).
The monster changes its shape indefinitely. It can use this action again to return to its natural shape or adopt a new shape. Unless otherwise noted, a monster cannot use Change Shape to appear as a specific individual. Using Change Shape counts as creating a disguise for the Impersonate use of Deception. The monster's transformation automatically defeats Perception DCs to determine whether the creature is a member of the ancestry or creature type into which it transformed, and it gains a +4 status bonus to its Deception DC to prevent others from seeing through its disguise. Change Shape abilities specify what shapes the monster can adopt. The monster doesn't gain any special abilities of the new shape, only its physical form. For example, in each shape, it replaces its normal Speeds and Strikes, and might potentially change its senses or size. Any changes are listed in its stat block.
Dream Theft
(incapacitation, mental, occult)Aslynn can trap a dreaming mind in her siphoning heartstone. She can force the dreaming creature into a lucid body and enter its dreamscape (DC 27 will save negates). There, if the creature's lucid body would be killed, she can trap the creature's dreaming mind within her siphoning heartstone, causing the creature's body to remain in a mindless coma indefinitely.
Ethereal Spying
(occult)Frequency once per day
Effect Aslynn plucks an ethereal eye from the air and sends it off to do her spy work. The eye has AC 18, HP 1, and a fly speed of 60 feet. Aslynn can see through this eye and move it in any direction using a single action.
Nightmarish Wounds (occult)Wounds caused by Aslynn's claws cause creatures to dwell on their worst nightmares. A creature damaged by Aslynn's claw must succeed at a DC 30 fortitude save or be Stupefied 1 for 1 day. On a critical failure, or if it gets hit again and fails its save a second time, it's Stupefied 2 for 1 day.
Spell AmbushA creature Off-Guard to the night hag takes a -2 circumstance penalty to checks and DCs to defend against her spells.
Occult Innate Spells (DC 30, +22 to hit)
Cantrips (6th Level): Detect Magic (Constant 3rd)
1st Level: Magic Missile (At Will), Ray of Enfeeblement (At Will), Sleep (At Will)
2nd Level: Invisibility (At Will)
3rd Level: Dream Message (At Will), Mind Reading (At Will) (Heartstone)
4th Level: Nightmare
6th Level: Phantasmal Calamity, Scrying
7th Level: Ethereal Jaunt (At Will) (Heartstone)
8th Level: Dream Council
9th Level: Bind Soul (At Will) (Heartstone)
Night hags are thieves and merchants of mortal souls. These foul creatures collect souls in dark gems or crystalline jars to sell in fiendish markets, and are themselves empowered by potent magic jewels known as @UUID[Compendium.pf2e.equipment-srd.Item.Heartstone]{Heartstones}. They haunt the Ethereal Plane, where they prey upon mortals in their dreams, debilitating them with horrific nightmares as they rest. A night hag may find a particular target and haunt them continuously over the course of weeks, slowly and cruelly breaking down the victim's will and ability to resist, until their soul is forfeit.
A night hag is a canny mastermind and soul broker, willing to consider any deal as long as she is convinced she has the upper hand. Although a night hag finds it easy to travel the Ethereal Plane and prey upon helpless souls that can't fight back, these souls are also the least desirable to the evil outsiders the night hag bargains with, and so a night hag gathers allies and minions that allow her to prey on more potent souls without personally risking herself. Their favored minions are @UUID[Compendium.pf2e.pathfinder-monster-core.Actor.Nightmare]{Nightmares}, with whom they share a special bond.
Above all, night hags avoid fighting foes that can harry them on the Ethereal Plane, picking fights only when they are certain they can escape.
Malevolent crones who lurk at the edges of civilization, hags use their deceptive, magical abilities to prey upon humanoids, manipulating and corrupting them. Some say hags arose from fey that became twisted by their inner selfishness. Hags gather together in covens for greater power, craft unique magical items known as @UUID[Compendium.pf2e.equipment-srd.Item.Hag Eye]{Hag Eyes}, and are known to replace infant humanoids with their own offspring-these children are @UUID[Compendium.pf2e.pathfinder-monster-core.Actor.Changeling Exile]{Changelings} who have the potential to become hags themselves.
Traits
A rules element with this trait is one-of-a-kind. The DC of Recall Knowledge checks related to creatures with this trait is increased by 10.
FiendCreatures that hail from or have a strong connection to the unholy planes are called fiends. Fiends can survive the basic environmental effects of planes in the Outer Sphere.
HagThese malevolent spellcasters form covens.
HumanoidHumanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.
UnholyEffects with the unholy trait are tied to powerful magical forces of cruelty and sin. They often have stronger effects on holy creatures. Creatures with this trait are strongly devoted to unholy causes, and often have weakness to holy. If a creature with weakness to unholy uses an unholy item or effect, it takes damage from its weakness.