| Id | 349 |
|---|---|
| Name | Hag:Green Hag |
| Size and Type | 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. |
| Saves_Fort | 6 |
| Saves_Ref | 7 |
| Saves_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 |
| Organization | Solitary or covey (3 hags of any type plus 1-8 ogres and 1-4 evil giants) |
| CR | 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. |