Large or Huge Giant (Aquatic, Hag)
Initiative: +3 or +2
Speed: 40 feet, swim 40 feet
Armor Class: 17 (-1 size, +3 Dexterity, +5 natural); touch 12, flat-footed 14 or 18 (-2 size, +2 Dexterity, +8 natural); touch 10, flat-footed 16
BAB/Grapple: +5/+14 or +5/+23
Attack: Claw +7 melee (1d6+3, piercing and slashing, 20 x2) or claw +10 melee (1d8+7, piercing and slashing, 20 x2)
Full Attack: 2 claws +7 melee (1d6+3, piercing and slashing, 20 x2) and bite +2 melee (1d8+1, bludgeoning, piercing, and slashing, 20 x2) or 2 claws +10 melee (1d8+7, piercing and slashing, 20 x2) and bite +5 melee (2d6+3, bludgeoning, piercing, and slashing, 20 x2)
Space/Reach: 10 feet by 10 feet/10 feet or 15 feet by 15 feet/15 feetSpecial Attacks: Spells
Special Qualities: Low-light vision, camouflage, poison immunity, disease immunity, shift size, wild empathy +5
Saves: Fortitude +6 Reflex +5, Will +7
Abilities: Str 17 or 25, Int 17, Wis 15, Dex 16 or 14, Con 19 or 23, Cha 11
Skills: Climb +10 or +14, Craft: Alchemy +7, Handle Animal +5, Heal +5, Hide +4 or -1, Intimidate +4, Knowledge: Nature +10, Listen +5, Move Silently +10 or +9, Spot +10, Survival +10, Swim +7 or +11
Feats: Brew Potion, Track, Skill Focus (Craft: Alchemy)Environment: Warm marsh
Organization: Solitary or covey (3 hags of any kind plus 1 - 8 ogres and 1 - 4 evil giants)
Challenge Rating: 6Treasure: Standard
Alignment: Usually lawful evil
Advancement: By character class
Level Adjustment: -
Combat
Swamp hags are wily opponents. Their deadliest advantage is their knowledge of the swamps they inhabit. By using their camouflage abilities, swamp hags can track a party for hours or days, harrying and weakening them if necessary. When the hag decides to enter combat, she always does so on her terms. A swamp hag will typically have her beasts enter battle first to scatter or weaken a party, then the hag herself will enter the fray. Swamp hags despise clerics. While stalking a group, a swamp hag will identify the priests and healers in the part and make sure that they are poisoned by spiders, crushed by snakes, or eaten by crocodiles before she turns her attention to any other opponents.
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.
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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