🔍 
Home Ancestries Backgrounds Bestiary Classes Conditions Deities Equipment Feats Spells

Moon HagCreature 10


UncommonCEMediumFiendHagHumanoid
Source Pathfinder Bestiary 3
Perception +22 (darkvision)
Languages Aklo, Common, Jotun
Skills Lore +21, Deception +19, Intimidation +17, Occultism +19, Religion +22
Str +7, Dex +5, Con +3, Int +5, Wis +6, Cha +3

AC 29; Fort +17; Reflex +19; Will +22;
HP 190
Speed 25 feet
Immunities confused
Weaknesses Coldiron 10

Claw One Action +23 (+19, +15) to hit (agile, magical) 2d12+10 Slashing

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.

Coven (divination, mental, occult)

A moon hag adds Plane Shift, Scrying, and Spirit Blast 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.

Ferocity Reaction

Trigger The monster is reduced to 0 HP.


Effect The monster avoids being knocked out and remains at 1 HP, but its Wounded value increases by 1. When it is Wounded 3, it can no longer use this ability

Moonlight's Kiss

A moon hag in an area illuminated by moonlight gains a +2 status bonus to AC and initiative rolls.

In the light of a full moon, she is Quickened, and can use the extra action only to Stride or Strike.

Dreadful Prediction One Action (curse, enchantment, mental, occult)

Frequency once per round


Effect The moon hag howls a series of dreadful, apocalyptic predictions at a single creature within 30 feet, shattering its perceptions of reality.

The target must succeed at a DC 29 will save or become Stupefied 2 (Stupefied 3 on a critical failure); regardless of the outcome, the creature is then temporarily immune for 24 hours. A creature that can see the moon takes a -2 circumstance penalty to saving throws against Dreadful Prediction.

The stupefied condition from Dreadful Prediction persists until the curse is removed.

Rend One Action

Claw


A Rend entry lists a Strike the monster has.

Requirements The monster hit the same enemy with two consecutive Strikes of the listed type in the same round.


Effect The monster automatically deals that Strike's damage again to the enemy.


Occult Innate Spells (DC 29, +21 to hit)

1st Level: Fear (At Will)
4th Level: Confusion, Read Omens, Talking Corpse
5th Level: Tongues

Coven Spells (DC 23, +15 to hit)

1st Level: Charm, Illusory Disguise
2nd Level: Augury
3rd Level: Clairaudience, Dream Message
4th Level: Clairvoyance, Talking Corpse
5th Level: Illusory Scene, Prying Eye
6th Level: Baleful Polymorph, Scrying, Spirit Blast
7th Level: Plane Shift

Ritual

8th Level: Control Weather


Moon hags are powerful soothsayers who dwell in places where souls receive their final judgment. These vile creatures possess knowledge of-and perhaps some power over-the portals between the lands of the living and the dead, and innocent mortals sometimes seek them out for this reason. Moon hags use their knowledge to sow discord and place seeds of doubt in those who unwittingly seek their aid. Beings of great power can intimidate them into sharing the truth of what they know, but the cunning hags always try to hide some important piece of information or word things in such a way that anyone acting on their divinations still find their plans falling into ruin.


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

Uncommon

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.

Humanoid

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