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Weak Green HagCreature 4


CEMediumHagHumanoid
Source Pathfinder Society Scenario #1-06: Lost on the Spirit Road
Perception +10 (darkvision)
Languages Aklo, Jotun, Tien, Tongues
Skills Acrobatics +9, Athletics +11, Crafting +11, Deception +10, Nature +8, Occultism +8, Stealth +9
Str +5, Dex +3, Con +3, Int +2, Wis +2, Cha +4

AC 21; Fort +11; Reflex +11; Will +12; +1 status to all saves vs. magic
HP 55
Speed 25 feet (swim 25 feet)
Weaknesses Coldiron 5

Claw One Action +14 (+10, +6) to hit (agile, magical) 1d10+5 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 green hag adds Entangle, Outcast's Curse, and Wall of Thorns 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.

Constant Spells

A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires.

+1 Status to All Saves vs. MagicSound Imitation

A green hag who succeeds at a Deception check to Lie can mimic the sounds of any animal found near her lair. She has a +4 circumstance bonus to this check.

Betraying Touch One Action

The green hag touches a creature that doesn't realize the hag is an enemy. The betrayed creature is affected by the hag's enfeebling humors and takes a -4 circumstance penalty to their saving throw against that effect.

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

The green hag can take on the appearance of any Medium humanoid woman. 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.

Enfeebling Humors (necromancy, occult)

A creature damaged by a hag's claw must succeed at a DC 20 fortitude save or be Enfeebled 1 for 1 day. On a critical failure, or if it gets hit again and fails its save a second time, it's Enfeebled 2 for 1 day.

Exhale Miasma Two Actions (necromancy, occult)

The green hag exhales a miasma of green vapors. Each living creature in a 15-foot cone is affected by her enfeebling humors (attemping a save as normal).

She can't use Exhale Miasma again for 1d4 rounds.


Occult Innate Spells (DC 20, +14 to hit)

Cantrips (2nd Level): Acid Splash, Dancing Lights, Ghost Sound, Message
1st Level: Pass Without Trace (Constant)
2nd Level: Invisibility (At Will), Tree Shape (At Will), Water Breathing (Constant)
5th Level: Tongues (Constant)

Coven Spells (DC 23, +15 to hit)

1st Level: Charm, Illusory Disguise
2nd Level: Augury, Entangle
3rd Level: Clairaudience, Dream Message, Wall of Thorns
4th Level: Clairvoyance, Outcast's Curse, Talking Corpse
5th Level: Illusory Scene, Prying Eye
6th Level: Baleful Polymorph

Coven Ritual

8th Level: Control Weather


Green hags hate beauty and purity, so they use disguises and treachery to lure and murder innocents, corrupt the pure of heart, and shatter the minds and morals of their victims. Green hags create imaginative schemes to utterly ruin anyone who crosses them, as well as good or righteous folk whose very existence insults the hag's twisted sensibilities. The complicated scandals perpetuated by green hags involve impersonation, mistaken identity, the seduction and betrayal of loved ones, or all these things in combination.


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

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.

Humanoid

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