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Rust HagCreature 8


UncommonCEMediumHagHumanoid
Source Pathfinder #182: Graveclaw
Perception +16 (darkvision)
Languages Aklo, Common, Jotun, Terran
Skills Athletics +18, Crafting +16, Intimidation +16, Occultism +16, Survival +16
Str +6, Dex +5, Con +4, Int +3, Wis +4, Cha +4

AC 26; Fort +16; Reflex +15; Will +18; +1 status to all saves vs. magic
HP 135
Speed 25 feet
Weaknesses Coldiron 10

Claw One Action +20 (+16, +12) to hit (agile, magical) 2d6 + 10 Slashing
Ghost Touch Arquebus One Action +20 (+15, +10) to hit (concussive, fatal d12, kickback, magical, range increment 150, reload 1) 2d8 + 11 Piercing
Flintlock Pistol One Action +20 (+15, +10) to hit (concussive, fatal d8, magical, range increment 40, reload 1) 2d4 + 11 Piercing

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

A rust hag adds Curse Of Lost Time, Rusting Grasp, and Summon Construct to her coven's spells.

+1 Status to All Saves vs. MagicChange Shape One Action (concentrate, occult, polymorph, transmutation)

The rust hag can take on the appearance of any Medium female humanoid. This doesn't change her Speed or her Strikes, but might change the damage type her Strikes deal (typically to bludgeoning).


The monster changes its shape indefinitely. It can use this action again to return to its natural shape or adopt a new shape. Unless otherwise noted, a monster cannot use Change Shape to appear as a specific individual. Using Change Shape counts as creating a disguise for the Impersonate use of Deception. The monster's transformation automatically defeats Perception DCs to determine whether the creature is a member of the ancestry or creature type into which it transformed, and it gains a +4 status bonus to its Deception DC to prevent others from seeing through its disguise. Change Shape abilities specify what shapes the monster can adopt. The monster doesn't gain any special abilities of the new shape, only its physical form. For example, in each shape, it replaces its normal Speeds and Strikes, and might potentially change its senses or size. Any changes are listed in its stat block.

Hagshot

Any firearm wielded by a rust hag gains the benefits of +1 striking and ghost touch runes, and it functions properly no matter how rusty it gets. In addition, when a rust hag critically hits a target with a firearm, the target must succeed at a DC 26 fortitude save or be Stunned 1.

Rusting Touch

A rust hag's touch causes metal to rapidly rust and corrode. If the hag succeeds at a Strike with her claw, she deals 2d6 #Rusting Touch Damage damage (doubled on a critical hit) to a metal item the target is wearing or holding, ignoring its Hardness. If the hag hits an unattended metal item, the item takes this damage automatically. If a creature uses the Shield Block reaction with a metal shield against the hag's claw attack, the shield is automatically broken, but no other item is rusted on that attack. Objects made of skymetal, such as adamantine and orichalcum, are immune to rusting touch.


Rust hags have a knack for technology. They make their homes in hollowed-out factories, abandoned tenements, and other sites of urban decay.


Hags are surprisingly diverse, both in abilities and in their terrain.


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.