Coven Hag

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ELITE SEA HAG CREATURE 4 ELITE GREEN HAG CREATURE 5

CE MEDIUM AMPHIBIOUS HAG HUMANOID CE MEDIUM HAG HUMANOID


Recall Knowledge (humanoid) Society DC 19 Recall Knowledge (humanoid) Society DC 20
Perception +12; Darkvision Perception +12; Darkvision
Languages Aklo, Common, Jotun Languages Aklo, Common, Jotun; tongues
Skills Acrobatics +10, Athletics +13, Deception +12, Occultism +10, Stealth +10 Skills Acrobatics +11, Athletics +13, Deception +12, Nature +10, Occultism +10, Stealth +11
Str +4, Dex +3, Con +4, Int +1, Wis +3, Cha +3 Str +5, Dex +3, Con +3, Int +2, Wis +2, Cha +4
Coven A sea hag adds acid arrow, mariner’s curse, and water walk to her coven’s spells. Coven A green hag adds entangle, outcast’s curse, and wall of thorns to her coven’s spells.
Sea Hag’s Bargain (necromancy, occult) The sea hag can make a bargain with a willing creature, who must be of AC 23; Fort +13, Ref +13, Will +14, +1 status to all saves vs. magic
sound mind. The creature gives away a special or cherished quality—such as its courage, its beauty, or its HP 85; Weaknesses cold iron 5
voice—in exchange for a boon or a promise from the sea hag. As long as the sea hag keeps her end of the Sound Imitation A green hag who succeeds at a Deception check to Lie can mimic the sounds of any animal
bargain, the only way to restore the lost quality is to defeat the sea hag or make another bargain for its return. found near her lair. She has a +4 circumstance bonus to this check.
AC 21; Fort +13, Ref +10, Will +12, +1 status to all saves vs. magic Speed 25 feet, swim 25 feet
HP 60; Weaknesses cold iron 3 Melee  claw +16 / +12 / +8 (agile, magical), Damage 1d10+7 slashing plus enfeebling humors
Speed 25 feet, swim 35 feet
Occult Innate Spells DC 22, attack +16; 2nd invisibility (at will), tree shape (at will); Cantrips (2nd) acid splash,
Melee  claw +14 / +10 / +6 (agile, magical), Damage 1d10+6 slashing
dancing lights, ghost sound, message; Constant (5th) tongues; (2nd) water breathing; (1st) pass without trace
Dread Gaze  (curse, emotion, fear, mental, occult) The hag gazes upon a creature, afflicting it with intense
Betraying Touch  The green hag touches a creature that doesn’t realize the hag is an enemy. The betrayed
distress and a gnawing sense of impending doom, with a result depending on its Will save (DC 22). The target
creature is affected by the hag’s enfeebling humors and takes a –4 circumstance penalty to their saving throw
does not need to be able to see the sea hag.
Critical Success No effect. against that effect.
Success Frightened 1. Change Shape  (concentrate, occult, polymorph, transmutation) The green hag can take on the appearance of
Failure Frightened 1 and slowed 1 for 1 round. If the target was dying, it remains unconscious for 1 day. At the any Medium humanoid woman. This doesn’t change her Speed or her attack and damage bonuses with her
end of the day, it must attempt a Fortitude save against the same DC; if it fails, it dies. Strikes, but might change the damage type her Strikes deal (typically to bludgeoning).
Critical Failure Frightened 2 and slowed 1 for 1 minute. If the target was dying, it remains unconscious for 1 Enfeebling Humors (necromancy, occult) A creature damaged by a hag’s claw must succeed at a DC 22 Fortitude
day. At the end of the day, it must attempt a Fortitude save against the same DC; if it fails, it dies. save or be enfeebled 1 for 1 day. On a critical failure, or if it gets hit again and fails its save a second time, it’s
enfeebled 2 for 1 day.
Exhale Miasma  (necromancy, occult) The green hag exhales a miasma of green vapors. Each living creature in
a 15-foot cone is affected by her enfeebling humors (attempting a save as normal). She can’t use Exhale

Miasma again for 1d4 rounds.


ELITE ANNIS HAG CREATURE 7
CE LARGE HAG HUMANOID
Recall Knowledge (humanoid) Society DC 23
Perception +17; Darkvision
Languages Aklo, Common, Jotun
Skills Acrobatics +12, Athletics +16 (+18 to Grapple), Deception +13, Diplomacy +11, Intimidation +13, Stealth +16
Str +6, Dex +4, Con +4, Int +1, Wis +4, Cha +3
Coven An annis hag adds earthbind, passwall, and spellwrack to her coven’s spells.
AC 26; Fort +18, Ref +14, Will +16, +1 status to all saves vs. magic
HP 105; Resistances physical 5 (except bludgeoning)
Speed 40 feet
Melee  claw +18 / +14 / +10 (agile, cold iron, magical, reach 10 feet), Damage 2d8+8 slashing plus Grab

Bonds of Iron  (attack, conjuration, occult) Once per day, an annis hag can cause a cage built of cold iron
fingernails to spring out of nothingness at a range of up to 30 feet, attempting an Athletics check to Grapple
against the target’s Fortitude DC; if the target has a weakness to cold iron, the annis hag gains a +2
circumstance bonus to this check. Unlike a normal Grapple, the annis hag doesn’t need to be within reach and
can move as she pleases, and a successful attempt lasts until the creature escapes (DC 26), causing the cage to
crumble into rust. Any creature can attempt to destroy the cage by attacking it. It has an AC of 19, Hardness
10, and 40 Hit Points.
Change Shape  (concentrate, occult, polymorph, transmutation) The hag can take on the appearance of any
Medium female humanoid. 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).
Rend  claw
Grab 

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