Myrna Nightbloom, The Night Hag of Irristal Character in Vanigraad | World Anvil

Myrna Nightbloom, The Night Hag of Irristal (Mer-na Night-bloom)

The Witch of Irristal

"She gave me a message for you Sentinels..." ~Quote from an unnamed tracker moments before he burst into a bloody mist in the Halfmoon Inn of WoodHaerst     In the Old World, before the migration of the Elves from the Faewild through the Phoenix Gates, the lands were contorted and corrupted by creatures known to scholars and hunters alike as Hags. Horrible witches of wicked intent and malevolant origin, Hags are said to be the unholy daughters of dark fey tied to the primeval forces of the world. Creatures whose foul magic and mysterious intent haunt the nightmares of children and spawn fairy tales scaring children into obedience. In the ages since the Phoenix Mirgation, many of these witches were hunted and killed by the Elves, bringing a swift end to their more widespread corruption.   However the Planar Confluence, and the years that have followed, have caused a resurgence of these creatures into the landscape of Vanigraad. Rumors abound about Witch Covens forming in the dark places of the forests and in the Black Mire, before you are swallowed by the mists of the Blood Coast. Stories of missing children, nightmares, and the mutilations of hunters and travelers have seeded dread in any who dwell close to these locations. So much so that a flood of requests have reached the undermanned Black Sentinel Order, asking them to purge these creatures.   In recent months, in small town of Woodhaerst at the southern boarder of the Averheim Empire, whispers of a Night Hag known as Myrna have begun to surface. Woodhaerst locals claim this witch protects their town from other, more vile beings, for the small fee of four children being sent to her home in the Irristal Timberland per year. Some claim Myrna eats the children, others say she sacrifices them to the dark Matron of Chaos in exchange for her power. Yet others still claim that she uses the children to maintain her unnatural youth and otherworldly beauty. For any who have seen Myrna know that she is unnaturally beautiful and ethereal in her appearance. Her pale white skin free of any blemish and her lips a deep crimson red. But no hag, no even Myrna, can hide the rot and corruption of the dark powers that takes root in their eyes. for Myrna's pools of black, inky shadow and drip a black ichor that stains her otherwise flawless face. On nights that the twin moons are full, casting their pale ghostly light over the town, it is said that you can see Myrna flying over the town and above the canopy of the Irristal Timberland. Keeping watch over her town, or so the stories go.   Such rumors do appear to have some merit however. For Woodhaerst has experienced an uptick in crop yields over the 2 decades since Myrna surfaced and demanded tribute from the town. The creatures of chaos seem to leave the town at peace, much to the surprise of the local Queensguard garrison there. At least so long as the guards do not venture too far into the dark of the forest. For between those trees lies the hag's domain, and Myrna does not take kindly to unwelcome and uninvited guests. The last pair of Black Sentinels that attempted to purge Myrna from her domain, were founded ripped to pieces on the southern border of Woodhaerst. A warning, the townsfolk say. Or perhaps just a reminder to others of her power.    

Myrna Nightbloom, The Night Hag of Irristal CR: 12

Medium fiend, lawful evil
Armor Class: 15 (Natural Armor)
Hit Points: 180 (15d8+60)
Speed: 30 ft , climb: 30 ft

STR

18 +4

DEX

16 +3

CON

17 +3

INT

16 +3

WIS

14 +2

CHA

16 +3

Skills: Deception +6, Insight +7, Perception +5, Stealth +5 (Increases to +8 if Myrna is in her forest.)
Condition Immunities: Charmed
Senses: Darkvision 120 ft, Passive Perception 16
Languages: Abyssal, Common, Infernal, Primordial
Challenge Rating: 12
Sedgemoor Witch by Igor Kieryluk

Innate Spellcasting. The hag's innate spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). She can innately cast the following spells, requiring no material components:

At will: detect magic, magic missile

2/day: plane shift (self only), ray of enfeeblement, sleep, counterspell

3/day: misty step, Lightning Bolt

Actions

Claws. (Hag Form Only). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.   Change Shape. The hag magically polymorphs into a Small or Medium female humanoid, or back into her true form. Her statistics are the same in each form. Any equipment she is wearing or carrying isn't transformed. She reverts to her true form if she dies.   Etherealness. The hag magically enters the Ethereal Plane from the Material Plane, or vice versa. To do so, the hag must have a heartstone in her possession.   Nightmare Haunting (1/Day). While on the Ethereal Plane, the hag magically touches a sleeping humanoid on the Material Plane. A protection from evil and good spell cast on the target prevents this contact, as does a magic circle. As long as the contact persists, the target has dreadful visions. If these visions last for at least 1 hour, the target gains no benefit from its rest, and its hit point maximum is reduced by 5 (1d10). If this effect reduces the target's hit point maximum to 0, the target dies, and if the target was evil, its soul is trapped in the hag's soul bag. The reduction to the target's hit point maximum lasts until removed by the greater restoration spell or similar magic.   Curse of Hunger for Crawling Things(1/day). Myrna physically touches a creature, cursing them with dark magic. A protection from evil and good spell cast on the target prevents this contact. The target makes a Wisdom Saving throw with a DC of 15+Myrna's Intelligence modifier. On a failed save the target is compelled to dig into the earth and eat insects, worms, maggots, and anything else that crawls through the dirt. The target gorges itself for 1 hour or until the curse is lifted, whichever comes first. After one hour the target is compelled to move to a location designated by Myrna and deliver a message of her choosing before detonating in a 30 ft radius. The explosion deals 6d8+8 bludgeoning damage and witnesses of the explosion must succeed on a Wisdom saving throw with a DC of 12+ Myrna's Intelligence modifier, or be frightening for 1 min. On a successful save, creatures cannot be frightened again this way for 24 hours. The curse may only be lifted using a Greater Restoration spell.

Legendary Actions

Myrna can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Myrna regains spent legendary actions at the start of its turn.   Claws: Myrna makes a claw attack   Spellcasting: Myrna makes a spell attack of her choosing if she is able.   Etherealness(Costs 2 actions): As long as Myrna still possess her heartstone

Lair Actions

On initiative count 20 (losing initiative ties), Myrna rolls a d20. On a result of 11 or higher, she takes a lair action to cause one of the following effects. Myrna can’t use the same effect two rounds in a row.

  • The forest turns on all non-evil aligned beings within it, acting under the Hags cruel influence. Vines and roots lash the targets and they must succeed on a DC 16 Dexterity Saving Throw or be restrained for 1 minute. Each creature may repeat the saving throw at the end of their turn.
  • Myrna curses a target she can see within 60 ft with dark magic. They must succeed on a DC 18 Constitution saving throw or be unable to regain hit points until the start of their next turn.
  • Myrna calls upon the corrupted creatures of her domain. Summoning 1d4 Direwolves or 2 Phase Spiders. (This action can only occur once per day.)

Myrna has hidden herself deep within the Irristal Timberland, steadily corrupting the once pristine Asa'rae woodland with her malevolence. Near it's heart, rests Myrna's hut, carved from candy to lure children inside.   In her forest, Myrna has access to lair actions and additional uses of her legendary actions. Her forest also has unique traits. If Myrna resides in her lair she has a challenge rating of 16.

Regional Effects

Myrna's corruption has twisted the forest into a dark reflection of its former self. The forest may have one or all of the follow effects in place.  

  • The first time a non-evil creature enters the forest area, the creature takes 16 (3d10) necrotic damage.
  • The forest is warded against the magical travel of creatures Myrna hasn’t authorized. Such creatures can’t teleport into or out of the forest area or use planar travel to enter or leave it. Effects that allow teleportation or planar travel work within the forest as long as they aren’t used to leave or enter the the forest's area
  • Creatures that travel for extended periods within the forest become more susceptible in mental influence. They may hear, see, or feel things that are not truly there.
If Myrna is killed, these effects fade over the course of 7 days.

Alignment
Lawful Evil
Current Location
Age
Unknown
Children
Gender
Female
Eyes
Inky black, regardless of form
Skin Tone/Pigmentation
Pale white skin in her mortal form. Cracked, ashen grey skin in her hag form
Height
5'8" in her mortal form, 5' 5" in hag form
Quotes & Catchphrases
"There are no children here, dear boy. Only death."


Cover image: Sedgemoor Witch by Igor Kieryluk

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