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Storm HagCreature 5


CEMediumAirElectricityHagHumanoid
Source Pathfinder Bestiary 3
Perception +12 (darkvision, stormsight)
Languages Aklo, Auran, Common, Jotun, Voice Of The Storm
Skills Acrobatics +11, Deception +11, Intimidation +13, Occultism +11, Stealth +9, Lore +13
Str +4, Dex +2, Con +4, Int +2, Wis +3, Cha +4

AC 21; Fort +15; Reflex +9; Will +12;
HP 95
Speed 25 feet (fly 40 feet)
Immunities electricity
Weaknesses Coldiron 5

Claw One Action +15 (+11, +7) to hit (agile) 1d6+7 Slashing + 1d6 Electricity
Jaws One Action +15 (+10, +5) to hit 1d8+7 Piercing + 1d6 Electricity
Wind Blast One Action +13 (+8, +3) to hit (air, range 30) 1d10+5 Bludgeoning

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 storm hag adds Hydraulic Torrent, Lightning Storm, and Mariner's Curse 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.

Stormsight

Wind, precipitation, and clouds don't impair a storm hag's vision; she ignores the Concealed condition from storms, mist, precipitation, and the like.

Voice of the Storm

A storm hag can send spoken messages or sounds on the wind to any spot that she has seen and the wind can reach within a 50-mile radius. She can send a quiet whisper or a loud scream, and decides whether it's clearly audible or barely heard above the wind. The message is delivered regardless of whether anyone is present to hear it. The hag can use this ability to Demoralize creatures that hear her message with dire threats or unnerving whispers of doom.

At-Will Spells

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

Stormcalling

A storm hag can perform a special Control Weather ritual, which requires no secondary casters, to change the weather within 5 miles of her location for 4d12 hours. The primary check is a DC 23 occultism check, and she can't get an outcome worse than a failure.

The storm hag can create only hurricanes, thunderstorms, and tornadoes, but she can do so regardless of the current season. She can also quell natural weather events but never willingly does so.

Wind Mastery

A storm hag is unaffected by strong winds, natural or magical. Windy conditions are not difficult terrain for her.


Occult Innate Spells (DC 22, +14 to hit)

1st Level: Gust of Wind (At Will)
2nd Level: Obscuring Mist
3rd Level: Lightning Bolt, Wall of Wind

Coven Spells (DC 23, +15 to hit)

1st Level: Charm, Illusory Disguise
2nd Level: Augury
3rd Level: Clairaudience, Dream Message
4th Level: Clairvoyance, Hydraulic Torrent, Talking Corpse
5th Level: Illusory Scene, Lightning Storm, Mariner's Curse, Prying Eye
6th Level: Baleful Polymorph

Coven Ritual

8th Level: Control Weather


Storm hags are the personification of a storm's rage. These crones hate those who huddle together with loved ones in warm, dry shelters while the wind howls and rain lashes the land and sea. Storm hags use their powers to wreak havoc on communities near the coastal caves or hovels where they often live.

These hags send their voices on the wind to terrorize mortals before descending upon them with claws and fell magic. More than any others of their kind, they prey on the young, devouring children as much for the pain it causes their parents and caretakers as for the hags' love of young flesh.

A storm hag's territory sometimes overlaps with that of sea hags and winter hags. While this may result in the formation of a coven that controls their combined territories, more often it leads to rivalries. Such feuds only increase the misery of innocent people caught between the rival hags' feuding.


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.

Air

Effects with the air trait either manipulate or conjure air. Those that manipulate air have no effect in a vacuum or an area without air. Creatures with this trait consist primarily of air or have a magical connection to that element.

Electricity

Effects with this trait deal electricity damage. A creature with this trait has a magical connection to electricity.

Humanoid

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