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The Knurly WitchCreature 20


UniqueCELargeHagHumanoid
Source Pathfinder Kingmaker
Perception +38 (darkvision)
Languages Aklo, Common, Jotun, Sylvan
Skills Acrobatics +35, Athletics +34, Deception +37, Intimidation +34, Nature +36, Occultism +35, Religion +38
Str +6, Dex +4, Con +4, Int +1, Wis +4, Cha +3

AC 45; Fort +32; Reflex +35; Will +38; +1 status to all saves vs. magic, resolve
HP 324
Speed 40 feet
Resistances Physical 20

Claw One Action +37 (+33, +29) to hit (agile, coldiron, magical, reach 10) 4d10 + 14 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.

+1 Status to All Saves vs. MagicResolve

When the Knurly Witch rolls a success at a Will save, she gets a critical success instead.

Bonds of Iron Two Actions (attack, conjuration, occult)

Once per day, an annis hag can cause a cage built of cold iron fingernails to spring out of nothingness at a range of up to 30 feet, attempting an athletics check to Grapple against the target's Fortitude DC; if the target has a weakness to cold iron, the annis hag gains a +2 circumstance bonus to this check.

Unlike a normal Grapple, the annis hag doesn't need to be within reach and can move as she pleases, and a successful attempt lasts until the creature escapes (DC 42), causing the cage to crumble into rust.

Any creature can attempt to destroy the cage by attacking it. It has an AC of 40, Hardness 20, and 80 Hit Points.

Change Shape One Action (concentrate, occult, polymorph, transmutation)

The hag can take on the appearance of any Medium female humanoid. This doesn't change her Speed or her attack and damage bonuses with 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.

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.

Word of Recall

The Knurly Witch has used Word of Recall to bind herself to the House at the Edge of Time (area K16).

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.


Divine Prepared Spells (DC 44, +38 to hit)

Cantrips (10th Level): Chill Touch, Daze, Divine Lance, Read Aura, Shield
1st Level: Command, Fear, Harm, Heal, Ray of Enfeeblement, Sanctuary, Summon Plant or Fungus
2nd Level: Death Knell, Dispel Magic, Ghoulish Cravings, Paranoia, See Invisibility
3rd Level: Blindness, Zone of Truth
4th Level: Air Walk, Discern Lies, Divine Wrath, Outcast's Curse
5th Level: Flame Strike, Sending, Tongues
6th Level: Blade Barrier, Feeblemind
7th Level: Divine Decree, Regenerate
9th Level: Massacre, Telepathic Demand

Cleric Domain Spells (DC 44, +38 to hit)

1st Level: Savor the Sting
4th Level: Retributive Pain

Rituals

4th Level: Blight
7th Level: Word of Recall


Annis hags are brutal torturers and murderers, delighting in the musical screams and tasty flesh of young creatures and those who are pure of heart. Annis hags are the most direct of all hags, engaging in physical combat and using their change shape ability to hunt rather than to infiltrate and betray humanoids. But an Annis hag takes a grisly trophy from each kill and uses it to sow discord, sending the trophy to one of her victim's loved ones in a way that implicates another family member in the murder. Also known as iron hags, annis hags have iron-like yet flexible flesh that resists edged weapons, and their own touch is the same cold iron that burns the flesh of other hags. This allows them to bully their way to the leadership of hag covens.


Malevolent crones who lurk at the edges of civilization, hags use their deceptive, magical abilities to prey upon humanoids, manipulating and corrupting them. Some say hags arose from fey that became twisted by their inner selfishness. Hags gather together in covens for greater power, craft unique magical items known as @UUID[Compendium.pf2e.equipment-srd.Hag Eye]{Hag Eyes}, and are known to replace infant humanoids with their own offspring-these children are @UUID[Compendium.pf2e.pathfinder-bestiary.Changeling Exile]{Changelings} who have the potential to become hags themselves.


Traits

Unique

A rules element with this trait is one-of-a-kind. The DC of Recall Knowledge checks related to creatures with this trait is increased by 10.

Humanoid

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