Chaotic Evil Large Monster (7½-ft+, 325-lbs)
FREQUENCY: Very rare
NO. APPEARING: 1-3
SURPRISE: 17%
SENSES: infravision, exceptional hearing, scent
ARMOR CLASS: 0 (AR 3)
MOVE: 15"
HIT DICE: 7 + 3-12 (7 + 7 HD, hp 39)
% IN LAIR: 20%
TREASURE TYPE: D
THAC0: 12
MELEE: 2 claws (1d8+8 each) and bite (2d4+1)
SPECIAL ATTACKS: hug (3d8+17), spell-like abilities, strong (Str 19) - Hits As: +2
SPECIAL DEFENSES: armor-like skin, DR/chopping-piercing-slashing (-1)
WEAKNESS: vulnerability to bludgeoning weapons (+1 damage)
MAGIC RESISTANCE: Standard
INTELLIGENCE: Low to Exceptional (5-16)
MORALE: +42%
SAVES: Poison 8, Petrify 9, Wand 9, Breath 9, Spell 10
LANGUAGES: Annis, Common (some), Giant (common), Ogre
LEVEL: VII (XP 1,300 + 10 per hp)
An annis is a deep blue color, quite similar in complexion and visage to a night hag. Hair, teeth, and nails are glossy black. The eyes of an annis are usually dull, however, being greenish or yellow instead of the red of their night hag cousins. The tall body is thin, muscular, and wiry. The arms and legs are long and quick. Their garb is not unlike that of peasant women, but usually more tattered and filthy.
The race of annis are relatives of the night hags (q.v) of the Lower Planes. Their appearance is similar to night hags, but annis are larger and more physically powerful.
An annis typically attacks with her iron-like talons and teeth, inflicting horrible wounds.
As the Strength of an annis is equal to that of a hill giant (19), it will also tend to grapple with an opponent. If an annis succeeds in hitting one creature with all 3 of her attacks during the same round, the annis has automatically seized her opponent after inflicting damage, and the opponent is held fast. Next round, all attacks by the annis are automatic hits, unless the opponent is stronger, the annis is slain, or the victim has some means of magical escape. Otherwise, the annis will continue to hold her grip and deliver damage with raking talons and gnawing fangs until the opponent is slain.
In addition to normal attacks, an annis has the spell-like ability to cast a fog cloud at an opponent. This will be done to confuse resistance or delay attack by a superior foe. For defense an annis has the spell-like power of change self, so she can appear as a large human, ogre, etc. Such powers are usable 1 at a time, 1 per round, twice each per day. They are cast at 8th level for purposes of determining spell range, duration, etc.
Because of the iron-hard skin of an annis, treat the monster as if she were clad in plate mail for purposes of adjusting weapons vs. armor types.
In any event, when striking an annis, edged weapons will do -1 damage, and blunt ones +1. (Consider flails and morning stars as blunt weapons.)
Annis have normal infravision but superior hearing and sense of smell.
They speak their own language, Ogre, common Giant, and a smattering of Common. Some of the most intelligent are able to speak various humanoid languages and are more fluent in Common.
Annis dwell naturally upon the Prime Material Plane.
These giantesses are particuarly fond of human flesh; however, so voracious is their appetite, they will devour even so rank a beast as a stench kow.
It is common for annis to dwell singly or in a small group, but these creatures have also been known to cooperate with such monsters as ogres, trolls, and Evil giants for reasons of safety or better provisions, and occasional mixed communities have been encountered.
Neutral Evil Man-sized Monster (6-ft, 200-lbs)
FREQUENCY: Very rare
NO. APPEARING: 1
SURPRISE: 5% — Others +50% (+62% if camouflaged)
SENSES: infravision, ultravision, keen senses, scent
ARMOR CLASS: -2
MOVE: 12" — swim 12"
HIT DICE: 9 (hp 41)
% IN LAIR: 40%
TREASURE TYPE: M (x100), N (x10) Q (x5), X
THAC0: 12
MELEE: 2 claws (1d2+6 each)
SPECIAL ATTACKS: mimic sounds, spell-like abilities, Strong (18/00) - Hits As: +3
SPECIAL DEFENSES: none
MAGIC RESISTANCE: 90%
INTELLIGENCE: Low to Very (5-11)
MORALE: +45%
SAVES: Poison 8, Petrify 9, Wand 9, Breath 9, Spell 10
LANGUAGES: Annis (dialect), Common, Giant (common), Ogre
LEVEL: VII (XP 1,600 + 12 per hp)
A typical greenhag appears to be a nighthag with green skin. Hair color ranges from near black to olive green. Eye color ranges from amber to orange. They often dress as peasants do.
Greenhags are a race of Evil creatures related to both annis and night-hags (q.v.). As do the annis, greenhags dwell on the Prime Material Plane. While many of these horrid creatures live in forests and lonely moors, there are some inhabiting swamps and rivers. These latter sort are often called shellycoats. The lair is always a small cave, possibly one dug in earth.
Greenhags of any sort attack by clawing with rock-hard talons. They have Strength of 18/00 and thus add +6 to the damage inflicted by each such attack.
In order to lure victims to them, greenhags typically use their mimic ability. This allows them to imitate the voice of a mature or immature male or female, human or demihuman. Calls for help, crying, and so forth are quite common deceptions employed by greenhags. They are also able to mimic common animal sounds, such as those of barnyard fowl, cats, dogs, goats, sheep and cattle.
Greenhags have the following spell-like powers which they can employ 1 at a time, at will, 1 per round:
— audible glamer,
— dancing lights,
— invisibility,
— pass without trace,
— change self,
— speak with monsters,
— water breathing,
— weakness [ray of enfeeblement].
Each power is employed at 9th level of ability.
Because of their coloration and the fact that they are 90% likely to be able to move silently and hide in foliage (even of the underwater sort), greenhags surprise 5 in 6 (19 in 20 if attacking from invisible state).
Because of their highly acute senses, including infra- and ultravision, they are surprised only 1 in 20.
Greenhags speak their own language (a dialect of Annis), Ogre, common Giant, and Common.
Neutral (Evil) Man-sized Monster (extraplanar) (6-ft, 175-lbs)
FREQUENCY: Very rare
NO. APPEARING: 1
SURPRISE: 33%
SENSES: infravision
ARMOR CLASS: 9
MOVE: 9"
HIT DICE: 8 (hp 36)
% IN LAIR: nil
TREASURE TYPE: nil
THAC0: 12
MELEE: claw (2d6)
SPECIAL ATTACKS: sleep magic, spell-like abilities - Hits As: +2
SPECIAL DEFENSES: immune to charm-cold-fear-fire-sleep effects, DR/+3, DR/silver, DR/iron
MAGIC RESISTANCE: 120%
INTELLIGENCE: Exceptional (15-16)
MORALE: +40%
SAVES: Poison 10, Petrify 11, Wand 9, Breath 12, Spell 10
LANGUAGES: Devil, Demonic, Can converse with any intelligent creature
LEVEL: VII (XP 1,750 + 10 per hp)
The night hag is a hideous dark blue-violet color, with black hair and glowing red eyes. Her taloned hands and feet have nails of jet black.
The race of night hags rules the convoluted planes of Hades, and they are seldom encountered elsewhere. In their own region they are numerous, but they appear but singly on the material plane, and always in search of very evil persons to slay and bring to Hades to form another larvae - a valuable commodity to both demons and devils alike.
— Night hags are able to employ a magic missile spell 3 times per day, the missile causing 2-16 hit points of damage when it strikes.
— They can likewise use a ray of enfeeblement 3 times per day.
— They can become ethereal at will [...].
— Night hags also have the power to know a creature's alignment and polymorph themselves at will.
— If hard pressed, a night hag can attempt to gate in a demon of Type I or a barbed devil (50%/50%). There is a 50% chance of the gate opening. The 'hag dislikes doing this, as she must then reward the demon or devil with a larva.
They are totally invulnerable to sleep, charm, fear, fire, and cold based spells.
It requires a silver, iron, or +3 or better weapon to harm a night hag.
Night hags are able to astrally project their bodies, but in order to do so they must be in possession of a special periapt which each forges in Hades. If taken from a 'hag, she can leave the plane she is in at the time of the loss. This periapt will cure diseases which the possessor contracts, and it gives a +2 on all saving throws. However, in the hands of a good creature, the periapt decays 10% with each usage, eventually vanishing.
Night hags hate goodness, and they will attack any creature which is of Good alignment as long as the possibilities of success appear favorable.
If a night hag finds a very selfishly Evil person, she will cast a powerful sleep spell which affects even up to 12th level humans, unless a saving throw versus magic is successful. The night hag then strangles the sleeping victim.
If the sleep spell fails, the hag will visit the victim nightly in ethereal state, intrude on the victim's dreams in order to cause him (or her) to become ethereal also, and then ride the victim until dawn. The night hag cannot be removed from the back by the victim, and each nightly ride permanently drains one point from the victim's Constitution. When a 0 Constitution is reached the victim is dead, and the night hag returns to Hades with the larval soul.
Chaotic Evil Man-sized Monster (5-ft, 150-lbs)
FREQUENCY: Uncommon
NO. APPEARING: 1-4
SURPRISE: 33%
AURA: revulsion (30-ft, weakness)
SENSES: infravision
ARMOR CLASS: 7
MOVE: 15"
HIT DICE: 3 (hp 14)
% IN LAIR: 10%
TREASURE TYPE: C, Y
THAC0: 16
MELEE: by weapon (typically a dagger)
SPECIAL ATTACKS: death gaze, weakness aura - Hits As: normal
SPECIAL DEFENSES: none
MAGIC RESISTANCE: 105%
INTELLIGENCE: Average (8-10)
MORALE: +15%
SAVES: Poison 13, Petrify 14, Wand 11, Breath 16, Spell 12
LANGUAGES: Hag
LEVEL: VI (XP 600 + 3 per hp)
Sea hags inhabit thickly vegetated shallows in warm seas. A very rare variety dwells in fresh waters. They are reclusive and hate beauty, so their lairs are likely to be in very dismal, ugly places.
The sea hag is so ghastly looking as to make a creature weak from fright; unless a saving throw versus magic is successful, the creature loses one-half of its Strength for 1-6 turns.
Worse still, the hag is able to cast a deadly glance up to 3", and this look will kill any creature which fails its saving throw versus Poison. A sea hag can employ this weapon but 3 times per day.
Any victim of a sea hag is quickly devoured by the horrid victor.