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Hag, Annis

Annis Hag CR 7 (Combatant)

XP 3,200
CE Large monstrous humanoid
Init +2; Senses blindsense (scent) 60 ft., darkvision 60 ft.; Perception +14

DEFENSE

HP 105
EAC 19; KAC 21
Fort +9; Ref +11; Will +8
DR 5/bludgeoning; SR 18

OFFENSE

Speed 40 ft.
Melee bite +18 (2d6+12P), or claw +18 (2d6+12S plus grab)
Space 10 ft.; Reach 10 ft.
Offensive Abilities maul
Spell-Like Abilities (CL 7th)
3/dayfog cloud

STATISTICS

Str +5; Dex +2; Con +4; Int +1; Wis +1; Cha +0
Skills Bluff +14, Intimidate +14, Mysticism +19
Languages Common, Giant
Other Abilities change shape (humanoids [female only]), tracking (scent)

SPECIAL ABILITIES

Maul (Ex)

If the annis hits the same target with two claw attacks during the same turn, it can attempt a bite attack against that target with a -6 penalty to the attack roll.

Natural Weapons (Ex)

The bite and claw attacks of an annis count as cold iron for the purpose of overcoming damage resistance.

ECOLOGY

Environment marshes
Organization solitary or coven (3 hags of any kind)

Hags are wicked fey creatures that exist to destroy things of beauty. These “witches” are creatures of incredible evil that is equaled only by their repulsiveness. Part of a hag’s desire to destroy things of beauty includes innocence and purity. They love to corrupt and destroy sympathy, purity, and empathy wherever it exists.

Hags will even go so far as to eat those who display such emotions in their presence.

Hags particularly enjoy devouring children – the younger the better.

Some hags will take an innocent young girl under their wing, teaching them magic and the depraved ways of the hags; slowly corrupting the girl’s sympathies toward other living creatures until she, too, transforms into a hag.

Annis Hags

Annis hags, also called Black Annis or Black Agnes, are the most physically powerful of the hags. They are giant crones with blackened skin, stringy, black hair, fingers that end in long talons, and sharpened teeth that look like iron nails. These hags stand over 8 feet tall and weigh 325 pounds (33 bulk).

These hags make their lairs in abandoned starships, ancient ruins, and isolated worlds, where they stalk and feed upon the unwary. Of all the hags, the annis delights in tearing its victims to shreds with their bare hands while relishing in the screams of pain and terror.

Hag Covens

When three hags of any type gather, they can form a coven to gain increased magical ability. Any combination of hags can form a coven, but green hags are the most common members of such foul gatherings.

Whenever all three hags of a particular coven are within 10 feet of one another, all three of them can work together to use any of the following spell-like abilities: animate dead, baleful polymorph (DC 19)*, bestow curse (DC 16), clairaudience/clairvoyance, charm monster (DC 16), contact other plane, control atmosphere (DC 17)**, dream, forcecage (DC 19)***, holographic terrain (DC 18), mind blank***, reincarnate, speak with dead, veil (DC 19), vision

***see Starfarer’s Companion

All three hags must take a full-round action to take part in this form of cooperative magic. All coven spell-like abilities function at CL 9th (or at the highest CL available to the most powerful hag in the coven). The save DCs are Charisma-based, and function as if with a Charisma score of 16 unless one of the hags has a higher Charisma score, in which case the spell-like ability DCs are adjusted by that hag’s Charisma modifier.

At the GM’s discretion, certain more powerful hag covens might have additional spell-like abilities.

Section 15: Copyright Notice

Starfarer Adversaries: Legacy Bestiary © 2020, Rogue Genius Games LLC; Author: Jacob E. Blackmon; Additional work by: Owen K.C. Stephens. Produced by Owen K.C. Stephens.