Showing posts with label Hag. Show all posts
Showing posts with label Hag. Show all posts

Tuesday, September 19, 2017

Campaign Design - Bloodlines: Hag-Blooded

Hag-Blooded
(adapted from Unearthed Arcana)

Like Abonde, most hags are driven to have children. Many hags have the ability to change their appearance, making it possible for them to interact with creatures of other races. Though horrible to contemplate, some use this ability to lure in mates, in the hopes that the offspring can help them further their evil plots. Although most hags prefer that giants and ogres father their children, they have been known to interbreed with almost every known species.

Hag rarely raise their own children. Instead, they usually sneak into some unsuspecting person's house, steal their baby, and replace it with their hag-born infant. In this way, hag blood enters outlying communities, with the children growing up, living their lives, and having their own children. The hag traits might reveal themselves in such children, or they might lie dormant for generations and appear in the progeny of individuals who had no clue about their hagish heritage. Most people with hagish heritage live on the outskirts of civilization, in settlements near the wilderness where most hags make their homes, but due to the vagaries of human travel and the fact that latent hag-blood can remain undetected for generations, even those in the most sophisticated of cities can find themselves raising a child who displays hag traits.

Having hag blood in a community is usually considered something of a mixed blessing. On the one hand, people are understandably horrified at the thought that their own children might be spirited away and replaced by hag offspring. On the other hand, many of the denizens of rural areas already have hag blood flowing through their veins, and thus owe their very existence to their hagish ancestor. Further, only the hag-blooded are blessed with the talents needed to become witches, who are considered to be valuable members of the community by almost every rural village. The descendants of a hag are thought of as being hardier shrewder than the norm and often share their ancestor's love of schemes, making them valuable members of their villages.

Hag Bloodline Traits

Character Level
MinorIntermediate
2nd
+2 on Hide checks
4th
+2 on Hide checksSkill Augmentation (Listen and Spot)
6th
Strength +1
8th
Skill Augmentation (Listen and Spot)+1 to natural armor
10th
Hag affinity +21
12th
Strength +1Double heal rate (Ex)2
14th
+2 on Listen checks
16th
+1 to natural armorPower Attack or Item Creation Feat3
18th
Constitution +1
20th
Hag affinity +21Scent (Ex)
1 You gain the indicated bonus on all Bluff, Diplomacy, Gather Information, Intimidate, and Perform checks made to interact with hags.
2You heal naturally at double normal rates.
3You may choose to gain any item creation feat for which you meet the prerequisites.

Exclusive Class: All hag-blooded individuals replace their racial exclusive class with the Witch class.

Gender: Individuals of any gender may have a minor hag bloodline. Only female characters may have an intermediate hag bloodline. A child born with the equivalent of a major hag bloodline is simply a hag.

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Monday, January 3, 2011

General Rules: Monsters - Hag, Swamp

Swamp Hag (adapted from the Creature Collection)
Large or Huge Giant (Aquatic, Hag)

Hit Dice: 7d8+28 (59 hit points) or 7d8+42 (73 hit points)
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 feet
Special 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: 6
Treasure: Standard
Alignment: Usually lawful evil
Advancement: By character class
Level Adjustment: -

Swamp hags lair in the deep bogs, swamps, bayous, and marshlands that civilized creatures avoid. They are the smallest of their kind, rarely reaching nine feet in height. Their skin is typically a greenish brown, and the eyes are a bright, sickly yellow. A hag typically likes to "enhance" her appearance with whatever materials are at hand - moss, crocodile skulls, iridescent beetle shells, twigs, teeth, bones, skins, and baubles are all likely adornments. The more bones a swamp hag wears, the more power over life and death she displays. Like their cousins, swamp hags enjoy the company of beasts. These hags tend to have the largest menageries of any of their ilk. A swamp hag is rarely found without a contingent of monstrous vermin, reptiles or other swamp beasts as pets and bodyguards. Swamp hags are strangely domestic and build huts that they guard ferociously.
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.

Camouflage (Ex): Swamp hags have greenish-brown skin that makes them had to spot in a swamp, but they can also change color to blend even more perfectly with their surroundings. When in swampy terrain, they gain a +15 bonus to Hide checks as long as they remain perfectly still.

Shift Size (Su): A swamp 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 swamp 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: Like their sisters, swamp hags are quite talented in the magical arts. A swamp hag has the spellcasting power and spells of a 7th-level druid. They prefer spells that convince animals ad plants to attack, ensnare, or otherwise overbear their foes.

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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General Rules: Monsters - Hag, Moon

Moon Hag (adapted from the Creature Collection)
Huge or Gargantuan Giant (Hag)

Hit Dice: 12d8+96 (150 hit points) or 12d8+120 (174 hit points)
Initiative: +4
Speed: 60 feet, climb 20 feet, fly 60 feet (perfect), swim 30 feet
Armor Class: 24 (-2 size, +4 Dexterity, +12 natural); touch 12, flat-footed 20 or 26 (-4 size, +4 Dexterity, +16 natural); touch 10, flat-footed 22
BAB/Grapple: +9/+22 or +9/+30
Attack: Claw +12 melee (2d8+5, piercing and slashing, 20 x2) or claw +14 melee (3d8+9, piercing and slashing, 20 x2)
Full Attack: 2 claws +12 melee (2d8+5, piercing and slashing, 20 x2) and bite +7 melee (2d8+2, bludgeoning, piercing, and slashing, 20 x2) or 2 claws +14 melee (3d8+9, piercing and slashing, 20 x2) and bite +9 melee (3d8+4, bludgeoning, piercing, and slashing, 20 x2)
Space/Reach: 10 feet by 10 feet/10 feet or 15 feet by 15 feet/15 feet
Special Attacks: Stunning touch, spells
Special Qualities: Low-light vision, flight, invisibility, DR 10/+2, shift size, spell resistance 16, magic items, wild empathy +10
Saves: Fortitude +16 or +18, Reflex +8, Will +8
Abilities: Str 20 or 28, Int 17, Wis 18, Dex 18, Con 27 or 31, Cha 18
Skills: Climb +5 or +9, Heal +10, Intimidate +12, Knowledge: Arcana +5, Knowledge: Nature +10, Listen +5, Move Silently +3, Spellcraft +10, Spot +5, Survival +10, Swim +5 or +9
Feats: Brew Potion, Craft Wand, Empower Spell, Improved Sunder, Power Attack
Environment: Any mountains or udnerground
Organization: Solitary or covey (3 hags of any kind plus 1 - 8 ogres and 1 - 4 evil giants)
Challenge Rating: 13
Treasure: Standard
Alignment: Usually lawful evil
Advancement: By character class
Level Adjustment: -

The most powerful of all hags, moon hags hold dominion over nature, madness, and night. These monstrous crones stand twice the height of a man when they draw themselves fully upright; their dark skin gleams with strange oils and their wide eyes shine with madness. They typically prefer to live in high, craggy mountains or deep woods.

A moon hag's boundaries are often marked with piles of blood-stained stones and odd bundles of bones and sticks. Anyone who wanders past these signs, whether from ignorance or recklessness, take his life into his own hands. Moon hags have a powerful affinity for the beasts of the night; their allies have been known to include bat devils, murder-sprites, and even high or low gorgons.

Combat
A moon hag likes to enthrall her victims with spells before she closes in for the kill. She takes a deep delight in sowing terror and confusion among her enemies. She frequently enters the presence of her enemies unseen, then begins using her spells and magic items to best effect. After her allies have scattered her foes, the moon hag attacks physically, slashing with her huge claws and biting with her enormous teeth.

Invisibility (Sp): A moon hag may turn invisible at will, but only in the light of the moon. Her invisibility is dispelled if she attacks, but she may reactivate it next round.

Stunning Touch (Su): Anyone hit by a moon hag must succeed at a DC 16 Will save or become stunned for 1d6 rounds. Multiple hits require multiple saves.

Flight (Su): A moon hag can fly as quickly as she can move on land, but only in the light of the moon.

Shift Size (Su): A moon hag can change her size to size Gargantuan and back to size Huge at will. Shifting size is a standard action that does not provoke an attack of opportunity. When a moon hag is Gargantuan, she gains a +8 to Strength, +4 to Constitution, and +4 to her natural armor, and has a 10-foot reach, but suffers a -2 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: Moon hags are the most powerful spellcasters among hags. A moon hag has the spellcasting ability of a sorcerer two levels higher than her Hit Dice. They tend to use a mix of beguiling, stealth, and necromantic spells. They have the spellcasting ability of a cleric of a level equal to half the moon hag's Hit Dice with access to the Blessing of Abonde, Blood, Breeding, Flesh, Hag, and Night domains.

Magic Items: A moon hag will usually carry at least one wand and two potions that she crafted herself. Such items are usable by others, but often have unpleasant side effects - a wand might curse the wielder with ugliness, a potion might cause rapid hair growth while in effect, and so on.

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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General Rules: Monsters - Hag, Ice

Ice Hag (adapted from the Creature Collection)
Large or Huge Giant (Cold, Hag)

Hit Dice: 7d8+38 (69 hit points) or 7d8+52 (83 hit points)
Initiative: +3 or +2
Speed: 50 feet, climb 10 feet
Armor Class: 20 (-1 size, +3 Dexterity, +8 natural); touch 12, flat-footed 17 or 21 (-2 size, +2 Dexterity, +11 natural; touch 10, flat-footed 19
BAB/Grapple: +5/+12 or +5/+20
Attack: Claw +7 melee (1d8+3, piercing and slashing, 20 x2) or claw +10 melee (2d6+7, piercing and slashing, 20 x2)
Full Attack: 2 claws +7 melee (1d8+3, piercing and slashing, 20 x2) and bite +2 melee (2d8+1, bludgeoning, piercing, and slashing, 20 x2) or 2 claws +10 melee (2d6+7, piercing and slashing, 20 x2) and bite +5 melee (3d8+2, bludgeoning, piercing, and slashing, 20 x2)
Space/Reach: 10 feet by 10 feet/10 feet or 15 feet by 15 feet/15 feet
Special Attacks: Breath weapon, heat drain, spells
Special Qualities: Low-light vision, immunities, scent, shift size, wild empathy +10
Saves: Fortitude +9 or +11, Reflex +5 or +4, Will +6
Abilities: Str 17 or 25, Int 17, Wis 15, Dex 16 or 14, Con 19 or 23, Cha 14
Skills: Balance +5 or +4, Hide +5, Intimidate +10, Knowledge: Nature +10, Listen +5, Spellcraft +8, Spot +5, Survival +10
Feats: Brew Potion, Iron Will, Toughness
Environment: Cold deserts, hills, or mountains
Organization: Solitary or covey (3 hags of any kind plus 1 - 8 ogres and 1 - 4 evil giants)
Challenge Rating: 7
Treasure: Standard
Alignment: Usually lawful evil
Advancement: By character class
Level Adjustment: -

Wrapped in a tattered, dirty collection of the hide of their prey, ice hag haunt the northern lands, feeling it their scared duty to protect the arctic wastes from incursions by humanoids.

Ice hags may dig dens in the ice for themselves and any attendant animals to sleep in. An ice hag may have various animal followers, from dire wolves to polar bears; they have also been known to strike pacts with sleet devils to share prey. At least one ice hag of notable age and cunning has positioned herself as the chieftain of a tribe of ice ghouls, who bring her meat in exchange for her guidance and strength.

Combat
Unless her victim is a lone wanderer or obviously easy prey, an ice hag tends to order her menagerie of arctic allies to attack a party to soften the interlopers up. Once the party has been weakened - and she has evaluated their tactical preferences - the hag either attacks directly, using her breath weapon against the most dangerous spellcasters, or stalks her prey, picking them off one by one at a time as they sleep. Her vicious claws and terrible strength serve an ice hag well in hand-to-hand combat.

Breath Weapon (Su): An ice hag can breathe a ray of freezing air and sharp snow crystals at an enemy, causing 2d4 points of damage and blinding the victim for 1d4 minutes. A DC 15 Reflex save halves the damage and prevents blindness.

Heat Drain (Su): The touch of an ice hag sucks heat and life from victims who fail a DC 14 Fortitude save. Each round the hag makes contact, if her victim fails the Fortitude save, she deals an additional 1d12 points of cold damage to her victim. Hit points drained this way are added to the hag's hit point total, up to her normal hit points +10. Hit points above her normal maximum fade at the rate of one every 10 minutes. Any damage a hag inflicts this way is in addition to her normal physical attacks, although an ice hag may drain any given opponent 's heat only once per round.

Shift Size (Su): An ice 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 an ice 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: An ice hag has the spellcasting ability of a sorcerer equivalent to her Hit Dice. They favor spells that inflict cold damage, manipulate weather, and summon monsters to fight for them.

Immunities (Ex): Ice hags are immune to cold and suffer double damage from fire attacks on a failed saving throw. They are also immune to paralysis and sleep effects.

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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General Rules: Monsters - Hag, Cavern

Cavern Hag (adapted from the Creature Collection)
Large or Huge Giant (Hag)

Hit Dice: 9d8+45 (95 hit points) or 9d8+63 (113 hit points)
Initiative: +2 or +1
Speed: 50 feet, climb 60 feet
Armor Class: 23 (-1 size, +2 Dexterity, +12 natural); touch 11, flat-footed 21 or 24 (-2 size, +1 Dexterity, +15 natural); touch 9, flat-footed 23
BAB/Grapple: +6/+15 or +6/+23
Attack: Bite +10 melee (2d8+5, bludgeoning, piercing, and slashing, 20 x2) or bite +13 melee (3d8+9, 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) or bite +13 melee (3d8+9,bludgeoning, piercing, and slashing, 20 x2) and 2 claws +8 melee (2d8+4, piercing and slashing, 20 x2)
Space/Reach: 10 feet by 10 feet/10 feet or 15 feet by 15 feet/15 feet
Special Attacks: Spells
Special Qualities: Blindsight 120 feet, immunities, damage reduction 5/+1, scent, shift size, wild empathy +5
Saves: Fortitude +11 or +13, Reflex +5 or +4, Will +4
Abilities: Str 21 or 29, Int 17, Wis 13, Dex 15 or 13, Con 21 or 25, Cha 15
Skills: Climb +15 or +19, Craft: Alchemy +5, Heal +2, Intimidate +8, Jump +7 or +11, Knowledge: Nature +10, Listen +5, Move Silently +10 or +5, Spellcraft +7, Spot +8, Swim +5 or +9, 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 devotes 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.

Shift Size (Su): A cavern 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 cavern 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.

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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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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General Rules: Monsters - Hag, Brine

Brine Hag (adapted from the Creature Collection)
Large or Huge Giant (Aquatic, Hag)

Hit Dice: 10d8+60 (105 hit points) or 10d8+80 (125 hit points)
Initiative: +2 or +1
Speed: 40 feet, swim 80 feet, climb 10 feet
Armor Class: 20 (-1 size, +2 Dexterity, +9 natural); touch 11, flat-footed 18 or 21 (-2 size, +1 Dexterity, +12 natural); touch 10, flat-footed 19
BAB/Grapple: +7/+15 or +7/+23
Attack: Bite +10 melee (1d10+4, bludgeoning, piercing, and slashing, 20 x2) or bite +13 melee (2d8+8, bludgeoning, piercing, and slashing, 20 x2)
Full Attack: Bite +10 melee (1d10+4, bludgeoning, piercing, and slashing, 20 x2) and 2 claws +5 melee (2d8+2, piercing and slashing, 20 x2) or bite +13 melee (2d8+8, bludgeoning, piercing, and slashing, 20 x2) and 2 claws +8 melee (3d8+4, piercing and slashing, 20 x2)
Space/Reach: 10 feet by 10 feet/10 feet or 15 feet by 15 feet/15 feet
Special Attacks: Spells
Special Qualities: Breathe water, darkvision 60 feet, low-light vision, scry, shift size, wild empathy +5
Saves: Fortitude +14 or +16, Reflex +6 or +5, Will +4
Abilities: Str 19 or 27, Int 15, Wis 13, Dex 14 or 12, Con 21 or 25, Cha 14
Skills: Craft: Alchemy +4, Handle Animal +10, Intimidate +10, Knowledge: Nature +15, Spellcraft +13, Swim +20 or +24
Feats: Brew Potion, Great Fortitude, Lightning Reflexes, Toughness
Environment: Any aquatic
Organization: Solitary or covey (3 hags of any kind plus 1 - 8 ogres and 1 - 4 evil giants)
Challenge Rating: 10
Treasure: Standard
Alignment: Usually neutral evil
Advancement: By character class
Level Adjustment: -

Brine hags are creatures of the deepest oceans, where they squat in lairs made of sharp stones, whale bones, and sea shells. These gaunt monsters stand nearly twice the size of a man, with dark greenish-gray skin. Their noses and chins are cruelly pointed, their arms are disproportionately long, and their webbed , clawed hands and feet are unnaturally large. A brie hag often decorates the sea floor near her lair with rocks, bones, the wreckage of ships, and anything else she can find to mark her territory. Brine hags with covens and other allies tend to pick caverns with air pockets or isolated islands that their companions can survive on.

Reclusive in the extreme, brine hags rarely come to the surface, preferring the remain in the depths away from the hated mortal races. From time to time, a brine hag may swim up to the surface, climb the side of a passing ship and drag a victim down to her lair as a means of putting variety into her diet. other times, a hag might rise to the surface to frolic and ride the violence of a particularly fierce storm or enter into battle with a storm hag. Innocent bystanders can and do get caught in the middle of the vicious battles between brine and storm hags. Some believe the had deliberately fight where there are mortals at hand as a way of introducing an interesting random element into the conflict.

Brine hags frequently keep sharks as pets and guards for their demesnes. They may boast other marine creatures as allies and pets as well.

Combat
Brine hags fight intelligently, using their element to best advantage. They often open a combat by trying to hurl armored opponents into the water to drown, then attacking less heavily armored foes with their terrible teeth and claws. Brine hags tend to use their spells to whittle down their foes' strength before combat or to execute last-minute escape; brine hags prefer to taste blood on their tongues in combat and do not like fighting from a distance.

Spells: Brine hags are accomplished spellcasters, functionally the equivalent of 10th-level sorcerers. Individuals may range higher or lower by up to five levels. They favor spells that control water and weather, as well as summoning spells.

Breathe Water (Ex): Brine hags can breathe in water or air, through they are more comfortable breathing the cold, dense water of the deep ocean.

Scry (Su): When brine hags do take an interest in the surface, they are able to watch from a distance in their scrying shells, the iridescent shells of giant oysters that the brine hag has prepared for her own use. The scrying is sight only, and can be maintained for up to an hour a day; the hag may divide this time into multiple scrying sessions if she chooses.

Shift Size (Su): A brine 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 brine 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.

Skills: A brine hag has a +20 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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