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Ahksiva (1-2)Creature 3

Source Pathfinder Society Scenario #1-22: Doom of Cassomir
Perception +8 (darkvision)
Languages Aklo, Common, Jotun, Tongues
Skills Acrobatics +8, Arcana +10, Diplomacy +9, Nature +7, Occultism +7, Stealth +8
Str +4, Dex +3, Con +3, Int +1, Wis +1, Cha +4

AC 19; Fort +9; Reflex +9; Will +10; +1 status to all saves vs. magic
HP 55
Speed 25 feet (swim 25 feet)
Weaknesses Coldiron 5

Claw One Action +12 (+8, +4) to hit (agile, magical) 1d10+4 Slashing


A monster with darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level Darkness spell, block normal darkvision. A monster with Greater Darkvision, however, can see through even these forms of magical darkness.

Coven (divination, mental, occult)

Ahksiva adds Entangle, Outcast's Curse, and Wall of Thorns to her coven's spells.

This monster can form a coven with two or more other creatures who also have the coven ability. This involves performing an 8-hour ceremony with all prospective coven members. After the coven is formed, each of its members gains elite adjustments, adjusting their levels accordingly. Coven members can sense other members' locations and conditions by spending a single action, which has the concentrate trait, and can sense what another coven member is sensing as a two-action activity, which has the concentrate trait as well.

Covens also grant spells and rituals to their members, but these can be cast only in cooperation between three coven members who are all within 30 feet of one another. A coven member can contribute to a coven spell with a single-action spellcasting activity that has a single verbal component. If two coven members have contributed these actions within the last round, a third member can cast a coven spell on her turn by spending the normal spellcasting actions. A coven can cast its coven spells an unlimited number of times but can cast only one coven spell each round. All covens grant the 8th-level Baleful Polymorph spell and all the following spells, which the coven can cast at any level up to 5th: Augury, Charm, Clairaudience, Clairvoyance, Dream Message, Illusory Disguise, Illusory Scene, Prying Eye, and Talking Corpse. Individual creatures with the coven ability also grant additional spells to any coven they join. A coven can also cast the Control Weather ritual, with a DC of 23 instead of the standard DC.

If a coven member leaving the coven or the death of a coven member brings the coven below three members, the remaining members keep their elite adjustments for 24 hours, but without enough members to contribute the necessary actions, they can't cast coven spells.

At-Will Spells

The monster can cast its at-will spells any number of times without using up spell slots.

Constant Spells

A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires.

+1 Status to All Saves vs. MagicSound Imitation

A green hag who succeeds at a Deception check to Lie can mimic the sounds of any animal found near her lair. She has a +4 circumstance bonus to this check.

Betraying Touch One Action

Ahksiva touches a creature that doesn't realize she is an enemy. The betrayed creature is affected by her enfeebling humors and takes a -4 circumstance penalty to their saving throw against that effect.

Change Shape One Action (concentrate, occult, polymorph, transmutation)

Ahksiva can take on the appearance of any Medium humanoid woman. This doesn't change her Speed or her attack and damage bonuses with her Strikes, but might change the damage type her Strikes deal (typically to bludgeoning).

Enfeebling Humors (necromancy, occult)

A creature damaged by a hag's claw must succeed at a DC 19 fortitude save or be Enfeebled 1 for 1 day. On a critical failure, or if it gets hit again and fails its save a second time, it's Enfeebled 2 for 1 day.

Exhale Miasma Two Actions (necromancy, occult)

Ahksiva exhales a miasma of green vapors. Each living creature in a 15-foot cone is affected by her enfeebling humors (attempting a save as normal). She can't use again for 1d4 rounds.

Occult Innate Spells (DC 19, +13 to hit)

Cantrips (2nd Level): Acid Splash, Dancing Lights, Ghost Sound, Message
1st Level: Pass Without Trace (Constant)
2nd Level: Invisibility (At Will), Tree Shape (At Will), Water Breathing (Constant)
5th Level: Tongues (Constant)

Coven Spells (DC 19, +13 to hit)

2nd Level: Entangle
3rd Level: Wall of Thorns
4th Level: Outcast's Curse



A rules element with this trait is one-of-a-kind. The DC of Recall Knowledge checks related to creatures with this trait is increased by 10.


Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.