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Hag:Green Hag
Size & Type (subtype):Medium-Size Monstrous HumanoidHit 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  


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.


Interface by Rodrigo Flores - 2003-2013Database by John H. Kim - 2002