Monday, January 3, 2011

General Rules: Monsters - Hag, Cavern

Cavern Hag (from the Creature Collection)
Large Giant (Hag)

Hit Dice: 9d8+45 (95 hit points)
Initiative: +2
Speed: 50 feet, climb 60 feet
Armor Class: 23 (-1 size, +2 Dexterity, +12 natural); touch 11, flat-footed 21
BAB/Grapple: +6/+15
Attack: Bite +10 melee (2d8+5, bludgeoning, piercing, and slashing, 20 x2)
Full Attack: Bite +10 melee (2d8+5, bludgeoning, piercing, and slashing, 20 x2) and 2 claws +5 melee (2d6+2, piercing and slashing, 20 x2)
Space/Reach: 5 feet by 5 feet/10 feet
Special Attacks: Spells
Special Qualities: Blindsight 120 feet, immunities, damage reduction 5/+1, scent, wild empathy +5
Saves: Fortitude +11, Reflex +5, Will +4
Abilities: Str 21, Int 17, Wis 13, Dex 15, Con 21, Cha 15
Skills: Climb +15, Craft: Alchemy +5, Heal +2, Intimidate +8, Jump +7, Knowledge: Nature +10, Listen +5, Move Silently +10, Spellcraft +7, Spot +8, Swim +5, Survival +10
Feats: Brew Potion, Endurance, Power Attack
Environment: Any underground
Organization: Solitary or covey (3 hags of any kind plus 1 - 8 ogres and 1 - 4 evil giants)
Challenge Rating: 9
Treasure: Standard
Alignment: Usually lawful evil
Advancement: By character class
Level Adjustment: -

Cavern hags live deep underground and know the secrets of earth and stone. A cavern hag's eyelids are permanently grown together, making her stone blind, but no less dangerous for that. A cavern hag can smell an enemy's whereabouts to within inches.

The cavern hag devoted much of her time to her alchemy; her acute sense of smell allows her to easily distinguish one material from another, this negating any handicap her blindness might otherwise give her. A cavern hag is torn between her hate and resentment for all mortals and a buried longing for companionship; most cavern hags compromise by making their lairs in deep caves near human settlements where they can capture humans to torture and devour when the loneliness grows too acute. Subterranean beasts are the closest thing to a cavern hag's friends, particularly monstrous vermin; some cavern hags have even managed to tame barrow worms as pets.

Combat
A cavern hag generally prefers to ambush her victims. She almost always has means to extinguish intruders' light sources -particularly spells. Once her prey has been blinded, she sends in any pets she might posses to attack, hurling more spells as she advances. If a group seems particularly strong, she shadows them as they pass through her territory, picking off any stragglers one by one.

Spells: A cavern hag has the spellcasting ability of a sorcerer equivalent to her Hit Dice. They favor spells that create darkness, manipulate stone and earth, and summon monsters to fight for them.

Blindsight (Ex): The cavern hag can sense her surroundings and nearby creatures in total darkness by scent, hearing, and vibrations of air. She suffers no penalties in melee combat and can detect all foes within 120 feet as a sighted creature would. Beyond that range, targets count as being totally concealed. Negating the cavern hag's sense of hearing or smell reduces her blindsight range by half. Negating both reduces her blindsight range to one-quarter normal.

Immunities (Ex): Cavern hags are immune to visual illusions, visual effects, gaze attacks, and other attack forms that rely upon sight.

Skills: A cavern hag can always choose to take 10 on a Climb check, even if distracted or endangered. It can use the run action while climbing, provided she climbs in a straight line.

Hag Covey
From time to time, a trio of hags gathers as a covey. Usually this foul triune consists of three hags from three different types, but this is not always the case.

Combat
Hags in a covey rely on deception and their boosted magical abilities in combat.

A covey of hags is 80% likely to be guarded by 1d8 ogres and 1d4 evil giants who do their bidding. These minions are often disguised with a veil spell to appear less threatening and sent forth as spies. Such minions often (60%) carry magic stones known as hag eyes (see below).

Spell-Like Abilities: Three times per day: Animate dead, bestow curse (DC 17), control weather, dream, forcecage, mind blank, mirage arcana (DC 18), veil (DC 19), and vision. Caster level 9th. The save DCs are based on a Charisma score of 16. To use one of these abilities (which requires a full-round action), all three hags must be within 10 feet of one another, and all must participate.

Once per month, a covey that does not have a hag eye can create one from a gem worth at least 20 shillings (see below).

Hag Eye
A hag eye is a magic gem created by a covey. It appears to be nothing more than a semiprecious stone, but a gem of seeing or other such effect reveals it as a disembodied eye. Often, a hag eye is worn as a ring, brooch, or other adornment. Any of the three hags who created the hag eye can see through it whenever they wish, so long as it is on the same plane of existence as the hag. A hag eye has hardness 5 and 10 hit points. Destroying a hag eye deals 1d10 points of damage to each member of the covey and causes the one who sustained the greatest damage to be blinded for 24 hours.

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