Bestiary‎ > ‎(Bestiary) By Type‎ > ‎Monstrous Humanoids‎ > ‎Hag‎ > ‎

    Hag, Green

    Knots of dark, moldering hair spill over the features of this sickly, thin, green-skinned crone.
    Green Hag CR 5
    XP 1,600
    CE Medium monstrous humanoid
    Init +1; Senses darkvision 90 ft.; Perception +15
    AC 19, touch 11, flat-footed 18 (+1 Dex, +8 natural)
    hp 58 (9d10+9)
    Fort +6, Ref +7, Will +7
    SR 16
    Speed 30 ft., swim 30 ft.
    Melee 2 claws +13 (1d4+4 plus weakness)
    Spell-Like Abilities (CL 9th)
    Constant—pass without trace, tongues, water breathing
    At will—alter self, dancing lights, ghost sound (DC 12), invisibility, pyrotechnics (DC 14), tree shape, whispering wind
    Str 19, Dex 12, Con 12, Int 15, Wis 13, Cha 14
    Base Atk +9; CMB +13; CMD 24
    Feats Alertness, Blind-Fight, Combat Casting, Deceitful, Great Fortitude
    Skills Bluff +13, Disguise +13, Knowledge (arcana) +11, Perception +15, Sense Motive +9, Stealth +13, Swim +18
    Languages Aklo, Common, Giant
    SQ mimicry

    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 touch attack—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. The save DC is Charisma-based.

    Mimicry (Ex)

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