Skarja

Level 13
Creature· evilUniqueMediumLegacy
AC 34
HP 260
Speed 25 ft.
Fort +23
Ref +22
Will +23
Perc +25
Size Medium
Unique
Immunities sleep
Resistances mental 15
Weaknesses cold iron 15
Languages aklo, chthonian, common, diabolic, empyrean
Senses darkvision
Skills deception +26, occultism +25, religion +25, diplomacy +24, intimidation +24, arcana +23
Recall Knowledge religion or society DC 41

Attacks

Melee Jaws +26/+21/+16(magical, unarmed, unholy)
Damage: 3d8+9 piercing + 1d10 spirit
Effect: abyssal plague
Melee Claw +26/+22/+18(agile, magical, unarmed, unholy)
Damage: 3d10+9 slashing + 1d10 spirit

Abilities

Coveninteraction(mental, occult)

Skarja adds Dominate, Nightmare, Scrying, and Spellwrack to her coven's spells. This monster can form a coven with two or more other creatures who also have the coven ability. This involves performing an 8-hour ceremony with all prospective coven members. After the coven is formed, each of its members gains elite adjustments, adjusting their levels accordingly. Coven members can sense other members' locations and conditions by spending a single action, which has the concentrate trait, and can sense what another coven member is sensing as a two-action activity, which has the concentrate trait as well. Covens also grant spells and rituals to their members, but these can be cast only in cooperation between three coven members who are all within 30 feet of one another. A coven member can contribute to a coven spell with a single action that has the concentrate trait. If two coven members have contributed these actions within the last round, a third member can cast a coven spell on her turn by spending the normal spellcasting actions. A coven can cast its coven spells an unlimited number of times but can cast only one coven spell each round. All covens grant the 8th-rank Cursed Metamorphosis spell and all the following spells, which the coven can cast at any rank up to 5th: Augury, Charm, Clairaudience, Clairvoyance, Dream Message, Illusory Disguise, Illusory Scene, Scouting Eye, and Talking Corpse. Individual creatures with the coven ability also grant additional spells to any coven they join. A coven can also cast the Control Weather ritual, with a DC of 23 instead of the standard DC. If a coven member's departure or death brings the coven below three members, the remaining members keep their elite adjustments for 24 hours, but without enough members to contribute the necessary actions, they can't cast coven spells.

Nightmare Riderinteraction

When Skarja rides a Nightmare, the nightmare also gains her status bonus to saves against magic, and both the hag and rider benefit when Skarja uses her Heartstone's Ethereal Jaunt innate spell.

Constant Spellsinteraction

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. Magicdefensive
-2 to All Saves (If Hearstone is Lost)defensive
Abyssal Plagueoffensive(disease)

A creature can't recover from the Drained condition until Abyssal plague is cured Saving Throw DC 33 fortitude Stage 1 Drained 1 (1 day) Stage 2 drained increases by 2 (1 day)

Change Shapeoffensive(concentrate, occult, polymorph)

Skarja can take on the appearance of any Medium female humanoid. This doesn't change her Speed or her attack or damage bonuses with her Strikes, but might change the damage type her Strikes deal (typically to bludgeoning).

Dream Hauntingoffensive(mental, occult)

If Skarja is ethereal and hovering over a sleeping chaotic or evil creature, she can ride the victim's back until dawn. The creature endures tormenting dreams as Skarja casts Nightmare on it, and is exposed to Abyssal Plague. Any Drained condition caused by dream haunting is cumulative. Only an ethereal being can confront the night hag and stop her dream haunting.

Spell Ambushoffensive

A creature Off-Guard to the night hag takes a -2 circumstance penalty to checks and DCs to defend against her spells.