Monday, January 3, 2011

General Rules: Monsters - Hag, Green

Green Hag (adapted from the Monster Manual)
Medium or Large Giant (Hag)

Hit Dice: 9d8+9 (49 hit points) or 9d8+27 (67 hit points)
Initiative: +1 or +0
Speed: 30 feet, swim 30 feet
Armor Class: 22 (+1 Dexterity, +11 natural); touch 11, flat-footed 21 or 22 (-1 size, +13 natural); touch 9, flat-footed 22
BAB/Grapple: +6/+10 or +6/+18
Attack: Claw +10 melee (1d4+4, piercing and slashing, 20 x2) or claw +13 melee (1d6+8, piercing and slashing, 20 x2)
Full Attack: 2 claws +10 melee (1d4+4, piercing and slashing, 20 x2) or 2 claws +13 melee (1d6+8, piercing and slashing, 20 x2)
Space/Reach: 5 feet by 5 feet/5 feet or 10 feet by 10 feet/10 feet
Special Attacks: Mimicry, spell-like abilities, weakness
Special Qualities: Improved low-light vision, shift size, spell resistance 18
Saves: Fortitude +9 or +11, Reflex +4 or +3, Will +4
Abilities: Str 19 or 27, Int 10, Wis 13, Dex 12 or 10, Con 12 or 16, Cha 14
Skills: Concentration +7 or +9, Craft or Knowledge (any one) +7, Hide +9 or +4, Listen +11, Spot +11, Swim +12 or +16
Feats: Brew Potion, Blind-Fight, Combat Casting, Great Fortitude, Skill Augmentation (Listen and Spot)
Environment: Temperate marshes
Organization: Solitary or covey (3 hags of any kind plus 1 - 8 ogres and 1 - 4 evil giants)
Challenge Rating: 5
Treasure: Standard
Alignment: Usually chaotic evil
Advancement: By character class
Level Adjustment: -

Green hags are found in desolate swamps and dark forests.

A green hag in her Medium form is about the same height and weight as a female human.

Combat
Green hags prefer to attack from hiding, usually after distracting foes. They often use their improved low-light vision to their advantage by attacking during moonless nights.

Improved Low-Light Vision (Ex): A green hag has exception visual acuity, allowing her to see three times as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination.

Mimicry (Ex): A green hag can imitate the sounds of almost any animal found near its lair.

Spell-Like Abilities (Sp): At will - dancing lights, disguise self, ghost sound, invisbility, pass without trace, tongues, water breathing. Caster level 9th. The save DCs are Charisma-based.

Weakness (Su): A green hag can weaken a foe by making a special touch attack. The opponent must succeed on a DC 16 Fortitude save or take 2d4 points of Strength damage. The save DC is Charisma-based.

Shift Size (Su): A green hag can change her size to size Large and back to size Medium at will. Shifting size is a standard action that does not provoke an attack of opportunity. When a green hag is Large, she gains a +8 to Strength, +4 to Constitution, and +2 to her natural armor, and has a 10-foot reach, but suffers a -2 to Dexterity and a -1 to Armor Class and attacks. These modified statistics are listed above as a secondary set of statistics. Most hags prefer to remain in their smaller form, but will shift size if forced to enter melee or if they desire a more imposing appearance.

Skills: A green hag has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims 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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