Annis Hag

Annis Hag

Large fey
Challenge

STR
5
DEX
1
CON
2
INT
1
WIS
2
CHA
2

75
10d10+20
19
Soak
2
Fort
+4
Ref
+4
Will
+2
Defense note natural armor
Damage resistances cold; bludgeoning, piercing, and slashing from attacks that aren’t cold iron

Speed 8 m.
Skills Brawn +7 (18), Deception +4 (15), Occult (wis) +4 (15), Perception +4 (15)
Senses darkvision 10 m.
Languages Common, Jotun, Sylvan

Hag Coven. When hags must work together, they form covens, in spite of their selfish natures. A coven is made up of hags of any type, all of whom are equals within the group. However, each of the hags continues to desire more personal power.

A coven consists of three hags so that any arguments between two hags can be settled by the third. If more than three hags ever come together, as might happen if two covens come into conflict, the result is usually chaos.

While all three members of a hag coven are within 5 meters of one another, they share 20 mana among themselves and can each cast the following spells:

1 mana: bane, dampen spell, detect magic, fear, lightning bolt, locate, sicken, sleep

2 mana: bestow curse, terrifying visage, polymorph, stasis, commune with nature

3 mana: contact other plane, ancient curse

For casting these spells, each hag is a 12th-level spellcaster that uses Wisdom as her spellcasting ability. The spell save Difficulty is 14 + the hag’s Wisdom, and the spell attack bonus is 5 + the hag’s Wisdom.

Hags bend their magic for a directed purpose, focusing on a theme. Choose the Blood, Death, Deceit, Divination, Fate, Fear, Life, Madness, Plants, Poison, or Shadow theme. The coven knows most of the spells from that theme in addition to the spells listed above.

Hag Eye (Coven only). A hag coven can craft a magic item called a hag eye, which is made from a real eye coated in varnish and often fitted to a pendant or other wearable item. The hag eye is usually entrusted to a minion for safekeeping and transport. A hag in the coven can use an action to see what the hag eye sees if the hag eye is on the same plane of existence. A hag eye has 10 Defense, 1 health, and darkvision with a radius of 10 meters. If it is destroyed, each coven member takes 3d10 psychic damage and is blinded for 24 hours.

A hag coven can have only one hag eye at a time, and creating a new one requires all three members of the coven to perform a ritual. The ritual takes 1 hour, and the hags can’t perform it while blinded. During the ritual, if the hags use any action other than performing the ritual, they must start over.

Maneuvers. The annis hag uses maneuvers (maneuver save Difficulty 16). It has 12 stamina dice which are d8s, a dice limit of 2, regains all expended stamina dice when it finishes a long rest, and regains half its total stamina dice when it finishes a short rest. It knows the following maneuvers:

At will: grapple (Crushing Hug only)

1 stamina die: spring attack, swipe, tear flesh

2 stamina dice: tear tendon

Spellcasting. The annis hag uses Occult (wis) to cast spells (spell save Difficulty 13, +4 to hit with spell attacks). It can cast the following spells:

2/rest each: disguise (self only; including the form of a Medium humanoid), fog cloud

Actions (3)

Bite (1/turn). Melee Weapon Attack: +7 to hit. Hit: 15 (3d6 + 5) piercing damage.

Claw (2/turn). Melee Weapon Attack: +7 to hit. Hit: 15 (3d6 + 5) slashing damage.

Crushing Hug (1/turn). Melee Weapon Attack: +7 to hit. Hit: 22 (5d6 + 5) bludgeoning damage. If the hag uses the grapple maneuver, the target takes 36 (9d6 + 5) bludgeoning damage at the start of each of the hag’s turns while grappled. The hag can’t make attacks while grappling a creature in this way.

Feywild, Hill, Mountainvgtm

Maneuvers

As an action, make a melee weapon attack and a Brawn check to grapple the creature.

Enhance

You can add the stamina die to the attack’s damage (add half on a miss by 4 or less) for each additional stamina die expended.

As an action, you can use the Dash action. If you move at least 3 meters straight toward a creature, you can make a melee weapon attack against it.

On a hit, add the stamina die to the attack’s damage.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

Enhance

You can increase the damage for each additional stamina die expended.

As an action, make a weapon attack with a melee weapon with a natural weapon that deals slashing damage and then swipe through the target. Each creature within 1 meter of the target and within your weapon’s reach must make a Reflex saving throw.

On a failure, it takes slashing damage equal to the stamina die.

On a critical failure, it takes twice as much damage.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

Enhance

You can increase the damage for each additional stamina die expended.

As an action, make a melee weapon attack with a natural weapon that deals piercing or slashing damage to cause jagged wounds that bleed.

On a hit, add the stamina die to the attack’s damage and the creature is bleeding 1.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

Enhance

You can increase the damage and bleeding level by 1 for each additional stamina die expended.

1 minute/stamina die

As an action, make a melee weapon attack with a natural weapon that deals piercing or slashing damage to tear the creature’s tendon.

On a hit, add one stamina die to the attack’s damage and the creature must succeed on a Fortitude saving throw or it is slowed 1 for the duration and while affected it loses health equal to one of the stamina dice for every meter it travels. This has no effect on any creature that cannot bleed or lose a vital liquid substance.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Enhance

You can increase the damage for each additional stamina die expended and the slowed level by 1 for every two additional stamina die expended.

Spells

1 hour/mana

As an action, you change the appearance of a creature that you can touch or see within 5 meters. You give the creature a new, illusory, appearance. An unwilling creature can make a Will saving throw, and if it succeeds, it is unaffected by this spell.

The spell disguises physical appearance as well as clothing, armor, weapons, and equipment. You can make the creature seem up to 30 centimeters shorter or taller and appear thin, fat, or in between. You can’t change a creature’s body type, so you must choose a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you. The spell lasts for the duration, unless you dismiss it on your turn (no action required).

The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to a creature’s outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel the creature’s head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.

A creature can use an action to inspect a creature, making a skill check using Insight (Intelligence) against your spell save Difficulty. If it succeeds, it becomes aware that the creature is disguised.

Augment

You can target two additional creatures for each additional mana expended. The creatures must be within 5 meters of each other when you target them.

concentration, 1 hour/mana

As an action, you create a sphere twice as big as normal of fog centered on a point within 20 meters. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 15 kilometers per hour) disperses it. Creatures in the area are wet while within the fog and remain wet until the end of their turn that they leave the area.