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Blood HagCreature 8


CEMediumHagHumanoid
Source Pathfinder Bestiary 3
Perception +17 (bloodsense (imprecise) 90 feet, darkvision)
Languages Abyssal, Aklo, Common, Infernal, Jotun
Skills Acrobatics +15, Athletics +16, Deception +19, Diplomacy +17, Occultism +14, Stealth +17
Str +4, Dex +5, Con +2, Int +2, Wis +3, Cha +5

AC 26; Fort +14; Reflex +17; Will +17;
HP 170
Speed 25 feet
Immunities bleed
Weaknesses Coldiron 10

Claw One Action +18 (+14, +10) to hit (agile) 2d8+7 Slashing
Jaws One Action +18 (+13, +8) to hit 2d12+7 Piercing
Firebolt One Action +19 (+15, +11) to hit (agile, fire, range 30) 2d10+8 Fire

Darkvision

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.

Bloodsense (Imprecise) 90 feet

A blood hag can sense the presence of blood and creatures with blood. She can tell the difference between spilled blood and the blood within a living creature.

Borrowed Skin

A blood hag wears a covering of skin stolen from a humanoid creature she has killed, hiding her true form and granting her the effects of a 4th-level Misdirection, with herself as the primary target and the creature whose skin she is wearing as the secondary target.

Spreading coarse salt inside the skin prevents the hag from putting it back on, forcing her to keep her fiery form until she kills another humanoid and spends 1 hour turning it into a new disguise.

Coven (divination, mental, occult)

A blood hag adds Death Ward, Fiery Body, and Nightmare 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.

Assume Fiery Form Three Actions (concentrate, fire, occult, polymorph, transmutation)

The blood hag removes her borrowed skin and transforms into a brilliant ball of fire.

She becomes amorphous, gains the fire trait and a fly Speed of 60 feet, becomes immune to fire, and emits light as a torch. She loses her melee Strikes and can't Drain Blood, but she deals 3d10 fire damage (DC 26 basic reflex save) to each creature that touches her, as well as to each creature that succeeds at a melee Strike against her with an unarmed attack or from an adjacent space.

If her skin is intact, she can return to her normal form by spending a single action that has the manipulate trait while adjacent to the skin.

The hag can instead Assume Fiery Form as a single action, bursting through her skin in a blast of flames. Doing so destroys her borrowed skin and deals 9d6 fire damage (DC 26 basic reflex save) in a 20-foot emanation.

Effect: Fiery Form

Drain Blood One Action (necromancy, occult)

Requirements A Grabbed, Paralyzed, Restrained, Unconscious, or willing creature is within the blood hag's reach


Effect The hag sinks her fangs into the creature to drink its blood. This requires a successful athletics check against the victim's Fortitude DC if the victim is grabbed and is automatic for any of the other conditions.

The victim becomes Drained 1. The hag regains 15 Hit Points, gaining any excess HP as temporary Hit Points that last for 1 hour. Drinking blood from a creature that's already drained doesn't restore any Hit Points to the hag but increases the victim's drained value by 1, killing the victim when it reaches drained 5.

A victim's drained condition decreases by 1 per week. A blood transfusion, which requires a successful DC 20 medicine check and sufficient blood or a blood donor, reduces the drained condition by 1 after 10 minutes.

Grab One Action

Requirements The monster's last action was a success with a Strike that lists Grab in its damage entry, or it has a creature grabbed using this action.


Effect The monster automatically Grabs the target until the end of the monster's next turn. The creature is Grabbed by whichever body part the monster attacked with, and that body part can't be used to Strike creatures until the grab is ended. Using Grab extends the duration of the monster's Grab until the end of its next turn for all creatures grabbed by it. A grabbed creature can use the Escape action to get out of the grab, and the Grab ends for a grabbed creatures if the monster moves away from it.


Occult Innate Spells (DC 26, +18 to hit)

1st Level: Charm, Sleep

Coven Spells (DC 23, +15 to hit)

1st Level: Charm, Illusory Disguise
2nd Level: Augury
3rd Level: Clairaudience, Dream Message
4th Level: Clairvoyance, Nightmare, Talking Corpse
5th Level: Death Ward, Illusory Scene, Prying Eye
6th Level: Baleful Polymorph
7th Level: Fiery Body

Coven Ritual

8th Level: Control Weather


Blood hags, also known as soucouyants, infiltrate communities in the guise of young, innocent humanoids. This disguise is more than an illusion, for a blood hag wears the skin of a previous victim to hide her true appearance. During the day, her disguise is almost perfect, especially if the community knows nothing about the person the hag is pretending to be. But after sunset, the creature sheds her skin, hides it in a safe place, and stalks the night to drink the blood that sustains her.

Able to travel quickly in the form of a ball of fire and to slip through keyholes or the slightest crack in a door or window, blood hags feed on sleeping victims then return home before morning to don their stolen skin.


Foul creatures who appear as wizened old women, hags share little in common with the humanoids they terrorize. They are hateful entities whose greatest joy lies in the corruption and ultimate destruction of anything good and virtuous. Whatever power created the first hags is lost to time, but numerous hag varieties have arisen over the ages, each with their own powers and abilities to spread pain and suffering.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Humanoid

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