THE HAG COUNTESS, LORD OF THE SIXTH

from Book of Vile Darkness

Medium-Size Outsider (Evil)

Hit Dice: 33d8+231 (379 hp)

Initiative: +8

Speed: 20 ft. fly 60 ft. (average)

AC: 42 (+8 Dex, +6 insight, +18 natural), touch 24, flat-footed 34

Attacks: +5 bloodfeeding flaming greatsword +49/+44/+39/+34 melee and bite +41 melee

Damage: +5 bloodfeeding flaming greatsword 2d6+20 plus ld6 fire/19-20, bite 2d6+5 plus disease

Face/Reach: 5 ft. by 5-ft./5 ft.

Special Attacks: Disease, spell-like abilities

Special Qualities: DR 15/+6, immunities, outsider traits, SR 35, summon baatezu

Saves: Fort +25, Ref +26, Will +28

Abilities: Str 31, Dex 26, Con 24, Int 28. Wis 31, Cha 28

Skills: Appnise+42, Bluff +42, Concentration +40, Craft (weaving) +25, Diplomacy +50, Forgery +25, Gather Information +42, Innuendo +43, Intimidate +46, Intuit Direction +43, Knowledge (the planes) +42, Listen +45, Ride (nightmare) +41, Search +42, Sense Motive +43, Spellcraft +42, Spot +45, Swim +15, Wilderness Lore +43

Feats: Alertness, Combat Casting, Combat Reflexes, Dark Speech, Mounted Combat, Power Attack, Sunder, Violate Spell-Like Ability, Weapon Focus (greatsword)

Climate/Terrain: Any land and underground

Organization: Solitary or mounted on nightmare

Challenge Rating: 22

Treasure: Standard

Alignment: Lawful evil

Advancement: -

 

The Hag Countess is different from every other archdevil in at least two ways. First, she is not a baatezu but a night hag. Second, she is aloof and unpredictable, less lawful than the other archdevils but just as evil.

The Hag Countess was the lover of the previous ruler of the sixth layer, Moloch. When he was cast down by Asmodeus, she took his place. Most believe that the Hag Countess set Moloch up, and it is possible that he will return for revenge someday

Like the lesser night hags she considers sisters, the Hag Countess rides a nightmare. The Hag Countess's citadel is known as one of the surest (and most expensive) places to get a large amount of souls in all the Nine Hells.

The Hag Countess looks like a hideously ugly female human with flesh the color of a deep bruise, covered with warts, blisters, and open sores. Unlike normal night hags, she has ratty, tattered, black-feathered wings on her back, making her look like some terrible reverse-image of an angel. Her eyes shine with a hellish red light, and her fetid breath stinks of rotten meat.

Her symbol is a pair of black-leathered wings on a white background.

Combat

In battle, the Hag Countess relies heavily on her greatsword. She does not have the ability to haunt the dreams of mortals as normal night hags do, but she does have a far greater range of spell-like abilities, gained from dark lore learned while inhabiting the Hells for so long. Unlike other night hags, the Hag Countess does not have a hearthstone.

Disease (Ex): Any creature hit by the Hag Countess's bite attack must succeed at a Fortitude save (DC 33) or contract demon fever. The incubation period is 1 day, and the disease deals ld6 points of Constitution damage. Each day thereafter, on a failed save, the creature must immediately succeed at another Fortitude save or take 1 point of Constitution drain (see Disease in Chapter 3 of the DUNGEON MASTER'S Guide).

Spell-Like Abilities: At will-animate dead, blasphemy, desecrate, detect chaos, tided evil, detect good, detect low, detect magic, devil's ego, evil eye, fireball, greater dispelling, insanity, magic missile meteor swamp, polymorph self, ray of enfeeblement, see invisibility, sleep, teleport without error, unholy aura, unhallow; 1/day- symbol (any). Caster level 20th; save DC 19 + spell level.

Immunities (Ex): The Hag Countess is immune to fire and cold, and to charm, sleep, and fear effects.

Outsider Traits: The Hag Countess has darkvision (60-tout range). She cannot be raised or resurrected.

Summon Baatezu (Sp): Once per day the Hag Countess can automatically summon 3d4 lemures, ld2 erinyes or hamatulas, or 1 cornugon, gelugon, or pit fiend.

Possessions:The Hag Countess uses a +5 Woodfeeding flaming greatsword with great skill.

The Goals of the Hag Countess

The Hag Countess may be the physically weakest of the archdevils. Many of the other archdevils worked their way up through the ranks. Unlike them, the Hag Countess did not achieve her position through strength, but purely through guile. Her power is significant, but it does not approach that of her peers.

She does, however, possess a significant amount of military might. Moloch left the Hag Countess in command of a vast army of devils and hellhounds that never ceases moving about the sixth layer. Right now, her major goal is solidifying her own power base.

The Servants of the Hag Countess

The Hag Countess lives in a stronghold within a gigantic boulder that rolls down the endless slopes of her layer of hell. She keeps a coven of three night hags, all with maximum hit points, in her strange palace at all times, as well as a number of annises, green hags, and medusas. She has a stable full of nightmares. Her favorite, Blood-curdle, is one of great might and power.

Bloodcurdle: Male advanced nightmare; CR 8; Huge outsider (evil); HD 18d8+90; hp 180; Init +5; Spd 40 ft., fly 90 ft. (good); AC 25, touch 9, flat-footed 24; Atk +24 melee (2d6+8 plus ld4 fire, 2 hooves) and +19 melee (2d6+4, bite); Face/Reach 10 ft. by 20 ft./10 ft.; SA flaming hooves, smoke; SQ astral projection, etherealness, outsider traits; AL NE; SV Fort +18, Ref +14, Will +14; Str 26, Dex 13, Con 20, Int 13, Wis l3, Cha 12.

Skills and Feats: Balance +7, Diplomacy + 3, Hide -7, Intuit Direction +22, Jump +14, Knowledge (the planes) +7, Listen +24, Move Silently +22, Search +22, Sense Motive +22, Spot +24; Alertness, Great Fortitude, Improved Initiative, Iron Will, Lightning Reflexes.

Flaming Hooves (Su): A blow from Bloodcurdle's hooves sets combustible materials alight.

Smoke (Su): During the excitement of battle, Bloodcurdle often snorts and neighs with rage. This act tills a 15-toot cone with a hot, sulfurous smoke that chokes and blinds opponents, Anyone in the cone must succeed at a Fortitude save (DC 24) or take a -2 morale penalty on all attack and damage rolls until ld6 minutes after leaving the cone. Bloodcurdle gains one-half concealment against creatures 5 feet away and total concealment against creatures 10 feet away. The smoke docs not obscure Bloodcurdle's vision at all. The creature can suppress the smoke as a free action.

Astral Projection and Etherealness (Su): These abilities function like the spells of the same names. Caster level 20th.

Outsider Traits: Bloodcurdle has darkvision (60-foot range). He cannot be raised or resurrected.