Hag:Green Hag | Size & Type (subtype): | Medium-Size Monstrous Humanoid | Hit Dice: | 9d8+9 (49) | Initiative: | +1 (Dex) | Speed: | 30 ft., swim 30 ft. | Armor Class: | 22 (+1 Dex, +11 natural) | Attacks: | 2 claws +13 melee | Damage: | Claw 1d4+4 | Face and Reach: | 5 ft. by 5 ft./5 ft. | Special Attacks: | Spell-like abilities, weakness, mimicry | Special Qualities: | SR 18, darkvision 90 ft. | Saving Throws | Fortitude: 6 Reflex: 7 Will: 7
| Abilities: | Str: 19 Dex: 12 Con: 12 Int: 13 Wis: 13 Cha: 10 | Skills: | Concentration +13, Craft or Knowledge (any one) +5, Hide +11, Listen +11, Spot +11 | Feats: | Alertness, Blind-Fight, Combat Casting, Great Fortitude | Climate and Terrain: | Temperate and warm forest and marsh | Climate: | temperate,warm | Terrain: | forest,marsh | Organization: | Solitary or covey (3 hags of any type plus 1-8 ogres and 1-4 evil giants) | Challenge Rating: | 5 or 12 (covey) | Challenge Rating Value: | 5 | Treasure: | Standard | Alignment: | Always chaotic evil | Advancement: | By character class |
| Description: |
Green Hags speak Giant and Common.
Spell-Like Abilities: At will: change self, dancing lights,
ghost sound, invisibility, pass without trace, tongues, and water
breathing. These abilities are as the spells cast by an 8th-level
sorcerer (save DC 10 + spell level).
Weakness (Su): The green hag can weaken a foe by making a
special touch attack. The affected opponent must succeed at a
Fortitude save (DC 13) or take 2d4 points of temporary Strength
damage.
Mimicry (Ex): Green hags can imitate the sounds of almost any
animal found near their lairs.
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