Monday, January 3, 2011

General Rules: Monsters - Hag, Storm

Storm Hag (adapted from the Creature Collection)
Large or Giant (Hag)

Hit Dice: 9d8+45 (85 hit points) or 9d8+63 (103 hit points)
Initiative: +5 or +4
Speed: 40 feet, fly 80 feet (good)
Armor Class: 20 (-1 size, +1 dodge, +5 Dexterity, +5 natural); touch 15, flat-footed 14 or 20 (-2 size, +1 dodge, +4 Dexterity, +7 natural); touch 13, flat-footed 15
BAB/Grapple: +6/+15 or +6/+23
Attack: Hair grapple +10 melee (see below) or hair grapple +13 melee (see below)
Full Attack: 2 hair grapples +10 melee (see below) and bite +5 melee (2d6+2, bludgeoning, piercing, and slashing, 20 x2) and 2 claws +5 melee (1d8+2, piercing and slashing, 20 x2) or 2 hair grapples +13 melee (see below) and bite +8 melee (3d6+4, bludgeoning, piercing, and slashing, 20 x2) and 2 claws +8 melee (2d6+2, piercing, and slashing, 20 x2)
Space/Reach: 10 feet by 10 feet/10 feet (20 feet for hair) or 15 feet by 15 feet/15 feet (25 feet for hair)
Special Attacks: Hair grapple, spells
Special Qualities: Low-light vision, DR 5/+1, shift size
Saves: Fortitude +8 or +10, Reflex +11 or +10, Will +6
Abilities: Str 19 or 27, Int 12, Wis 16, Dex 20 or 18, Con 20 or 24, Cha 14
Skills: Knowledge: Nature +5, Listen +8, Spot +5, Survival +10
Feats: Brew Potion, Dodge, Mobility, Flyby Attack
Environment: Any land
Organization: Solitary or covey (3 hags of any kind plus 1 - 8 ogres and 1 - 4 evil giants)
Challenge Rating: 8
Treasure: Standard
Alignment: Usually chaotic evil
Advancement: By character class
Level Adjustment: -

Storm hags are horrible crones that have shrugged off the tyrannical grip of gravity and mastered the secrets of the air. Storm hag dislike touching the ground, and generally will only do so to brew a potion. Storm hags sleep in dark clouds during the day and come out to hunt at dusk. Their skin is a silvery, dusky gray like that of a storm cloud, their yellow eyes flash like lightning, and their long white hair balloons out around them as if constantly stirred by wind.

A storm hag hunts her prey from above, swooping down to carry off children or other small creatures to devour. Storm hags are leaner and more nimble than their sister hags, granting them the ability to soar and swoop as nimbly as bats. Of all the hags, the storm hag is least likely to have animal allies at her beck and call as few creatures can keep up to her liking.

Combat
Storm hags a prone to flying down, catching their prey in their hair, and then swooping back up into the sky, where they maul their opponents one-on-one with their cruel claws and terrible teeth. If a storm hag is not happy with the way a struggle is going, she lets her prey drop to the ground and tries against after the fall has softened it up a bit.

Hair Grapple (Ex): The long hair of a storm hag often appears to be blowing in the wind, but it is actually under her full control. Storm hags get an additional two grapple checks per round that do not provoke attacks of opportunity. The hair can strangle or constrict grappled creatures for 1d6+4 points of damage per round while making further grapple checks. At most, a storm hag can entangle 4 Medium creatures, 6 Small creatures, 12 Tiny creatures, or 24 Fine creatures at once. Until she has grappled her maximum allowable umber of creatures with her hair, she still gets two hair grapple attacks every round. The hair of a storm hag has Strength 15 and it takes 15 points of damage to sever a single lock.

Shift Size (Su): A storm hag can change her size to size Huge and back to size Large at will. Shifting size is a standard action that does not provoke an attack of opportunity. When a storm hag is Huge, she gains a +8 to Strength, +4 to Constitution, and +3 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.

Spells: Storm hags have the spellcasting ability of 9th-level druids. They favor weather-controlling magic above all other spells.

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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