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Hag, Green

Green Hag CR 9 (Combatant)

XP 6,400
CE Medium monstrous humanoid
Init +1; Senses darkvision 60 ft.; Perception +17

DEFENSE

HP 145
EAC 22; KAC 24
Fort +11; Ref +13; Will +10; SR 20

OFFENSE

Speed 30 ft., swim 30 ft.
Melee claw +22 (2d10+15S plus weakness)
Offensive Abilities x
Spell-Like Abilities (CL 9th)

At willdisguise self (DC 14), ghost sound, telepathic message
3/dayinvisibility (self only), mirror image
1/day-euphoric cloud (DC 16)*, lock gaze (DC 16)*

*see Starfarer’s Companion

STATISTICS

Str +6; Dex +1; Con +1; Int +3; Wis +1; Cha +4
Skills Bluff +17, Mysticism +22, Stealth +17
Languages Aklo, Common, Giant; truespeech
Other Abilities mimicry, water breathing

SPECIAL ABILITIES

Weakness (Su)

A green hag’s claws sap strength from those she strikes. Each time a green hag hits a foe with her claw attack, the victim takes 2 points of Strength damage unless he resists the weakness with a DC 16 Fortitude save. Alternatively, a green hag can attempt to inflict even greater weakness on a foe by making a attack against the target’s EAC — this variant requires a standard action, and cannot be attempted in the same round the hag makes claw attacks. The opponent touched must succeed on a DC 16 Fortitude save or take 2d4 points of Strength damage.

Mimicry (Ex)

A green hag can imitate the sounds of almost any animal found near its lair.

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.

Green Hags

Green hags are horrible, cruel fey-like women found in desolate swamps and dark forests. They delight in destroying beauty and purity; wanting to match it to their own ugly, debased selves.

Green hags use their magical powers to lure innocents into their traps. They will assume the form of beautiful women and enter a populated area to find a young man or woman to corrupt with vices. They will use their ability to mimic animal noises to lure children into the swamp, where they are captured and devoured; the children’s skin turned into clothes for the hag to wear.

A green hag is about the same height and weight as a female human. They appear to be ugly, crones with twisted bodies and wretched features. Their mouths are filled with rotten teeth, often coming to points which are used to eat humanoid flesh. Their fingers end in long, blackened claws. Green hags are known by many other names, including swamp hags and river hags.

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.