Grave HagCreature 9
Source Pathfinder #182: Graveclaw
Perception +18 (darkvision)
Languages Aklo, Common, Jotun, Necril
Skills Arcana +19, Athletics +19, Crafting +17, Deception +17, Medicine +18, Occultism +19, Society +17, Stealth +18
Str +6, Dex +3, Con +4, Int +6, Wis +3, Cha +4
AC 28; Fort +19; Reflex +16; Will +18; +1 status to all saves vs. magic
HP 155
Speed 25 feet
Immunities negative
Weaknesses Coldiron 10
Claw +21 (+17, +13) to hit (agile, magical) 2d8 + 10 Slashing
Grave Ray +18 (+13, +8) to hit (necromancy, occult, range 60) 2d12 + 10 Negative
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.
CovenA grave hag adds Harm, Mimic Undead, and the Call Spirit ritual to her coven's spells.
At-Will SpellsThe monster can cast its at-will spells any number of times without using up spell slots.
+1 Status to All Saves vs. MagicSacrifice AllyTrigger The grave hag is adjacent to an ally when the hag is targeted by an attack or an effect that requires a Reflex saving throw
Effect The triggering effect is redirected to target the ally.
Curse of the Grave (curse, necromancy, occult)The grave hag names a single creature within 30 feet; that creature must succeed at a DC 28 will save or be afflicted with a grave curse equal to the hag's level. The curse lasts until the hag chooses to end it or is slain, rather than by returning items. Regardless of the save result, the target is then temporarily immune to the hag's grave curse for 24 hours.
Effect You are hounded by undead creatures of the same level as the curse. Every night, you must attempt a DC 15 flat check. On a failure, an incorporeal undead manifests to hassle and harry you throughout the night, retreating before it can take much damage and often preventing you from gaining a full night's rest. Whenever you enter a graveyard or other area where bodies are buried, you must succeed at the same flat check or a body animates as a corporeal undead (typically a skeleton or zombie) to attack you.
These undead are temporary and exist only to harry you; if you take control of the undead, move on, or otherwise avoid their attacks, incorporeal undead discorporate and corporeal undead collapse into ordinary corpses. The curse can be removed by returning the stolen items to their resting place.
Grave Impressions (incapacitation, necromancy, occult)The hag targets a living creature within 30 feet and overwhelms it with feelings of entombment. The target attempts a DC 28 fortitude save and is then temporarily immune to the hag's Grave Impressions for 24 hours.
Critical Success The target is unaffected.
Success The target is Paralyzed for 1 round.
Failure The target is Unconscious.
Critical Failure The target is unconscious and can't awaken for 1 hour.
Grave's GripCreatures Grabbed or Restrained by the grave hag take a -1 circumstance penalty to saving throws against the grave hag's spells and abilities.
Undead MienA grave hag appears as an undead creature to magical effects.
GrabRequirements 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 29, +19 to hit)
1st Level: Animate Dead
2nd Level: Death Knell (At Will)
3rd Level: Bind Undead, Vampiric Touch
5th Level: Abyssal Plague, Cloudkill
Rot-skinned grave hags usually lair in cemeteries, mausoleums, and other burial sites; unlike most hags, they can't alter their appearance into a comely shape, so they hide from most observers. Grave hags consider such a predatory life hiding out in graveyards to be pitiful and squalid-they prefer to dwell in lands where necromancy is common and undeath isn't unusual. These grave hags become adept at necromantic magic and love posing as scholars. Schemers and plotters, they surround themselves with minions whom they send on missions to collect corpses for ghastly rituals.
Hags are surprisingly diverse, both in abilities and in their terrain.
Traits
Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.
HumanoidHumanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.