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Creatures in "Hag" Category

NameCR
Annis Hag6
Ash Hag5
Blood Hag8
Dreamthief Hag11
Green Hag5
Mute Hag11
Night Hag9
Sea Hag4
Storm Hag7
Winter Hag7

Hag, Mute Hag

Empty eye sockets and jagged teeth punctuate the palpable hate that roils off this twisted, gray-skinned crone.

Mute Hag CR 11

Source The Harrowing pg. 31 (Amazon)
XP 12,800
CE Medium monstrous humanoid (cold)
Init +5; Senses blindsight 60 ft., scent; Perception +21

Defense

AC 24, touch 15, flat-footed 19 (+5 Dex, +9 natural)
hp 175 (14d10+84)
Fort +12, Ref +14, Will +13
DR 10/cold iron and magic; Immune cold, acid, charm, fear, gaze attacks, sleep; SR 22
Weaknesses vulnerable to fire

Offense

Speed 30 ft.
Melee 2 claws +20 (1d6+6 plus 1d4 bleed), bite +20 (1d6+6)
Special Attacks shaping touch
Spell-Like Abilities (CL 14th; concentration +18)
Constant—detect good, detect magic, detect thoughts (DC 16)
At will—contagion (DC 17), cure light wounds, diminish plants, inflict light wounds (DC 15), invisibility (self only), minor creation, poison (DC 17)
3/day—bestow curse (DC 17), blindness/deafness (DC 16), empowered cone of cold (DC 19), crushing despair (DC 17), silence (DC 16)
1/day—control weather

Statistics

Str 23, Dex 21, Con 22, Int 20, Wis 19, Cha 18
Base Atk +14; CMB +20; CMD 35
Feats Alertness, Blind-Fight, Combat Casting, Empower Spell-Like Ability (cone of cold), Great Fortitude, Persuasive, Toughness
Skills Bluff +14, Craft (leather) +16, Diplomacy +18, Heal +12, Intimidate +21, Knowledge (arcana) +11, Knowledge (history) +19, Knowledge (local) +11, Knowledge (nature) +11, Perception +21, Sense Motive +18, Sleight of Hand +12, Spellcraft +16, Stealth +18
Languages Aklo, Common, Draconic, Giant, Goblin, Sylvan (cannot speak)
SQ blind and mute, change shape (any humanoid, alter self )

Ecology

Environment cold plains, forests, and marshes
Organization solitary or coven (3 hags of any kind)
Treasure standard

Special Abilities

Blind and Mute (Ex) Mute hags tear out their eyes and tongues, leaving them blind to life’s joys and incapable of sharing their sorrow. A mute hag is immune to gaze attacks, and cannot use spell completion or command word trigger magic items.

Shaping Touch (Su) The touch of a mute hag twists flesh like clay. As a full-round action that draws an attack of opportunity, a mute hag may change the appearance of a grappled or helpless victim. The effect acts as a permanent alter self spell. Unwilling victims may resist the transformation with a DC 21 Fortitude save. A mute hag allowed to work for 10 minutes may also increase a victim’s age category by one step; doing so does not grant mental ability score boosts but does inflict physical ability score penalties as normal. Creatures that are affected by this power or successfully save against it cannot be affected by the same hag’s shaping touch for one month. The DC is Charisma-based.

When bitterness consumes a woman already steeped in arcane power, that energy may sour, driving her to rip out her own eyes and tongue and burning the light from her soul. This ritual births a strange and horrible creature: a mute hag. These hateful abominations dedicate their wretched lives to spreading misery and strangling joy wherever they go.

Mute hags exist to unmake happy things. Tales claim the natural order despises the crones so much that plants wither at their touch, storms churn at their passing, and wounds they inflict never heal. Though physically capable of ripping a man in two, the crones prefer to corrupt instead. They move silently through peaceful settlements, granting the inhabitants’ darkest desires and sowing the seeds of discord. Nothing pleases a mute hag more than watching friends, neighbors, and lovers murder one another in paranoia and rage. Many strike unholy bargains with mortal outcasts, granting vigor, beauty, or revenge in exchange for vile and unforgivable crimes. Mute hags resemble mortal women, but with blotchy, bruised-looking skin. Some conceal their empty eye sockets and ragged teeth with veils or their own hair, but most relish their hideous countenances. Mute hags stand 6 to 7 feet tall and weigh 150 to 250 pounds.

Customizing Hag Covens

Source Blood of the Coven
Any group of three hags can form a coven, but realistically, many types of hags will never cross paths or deign to work with one another. Blood hags are loath to form covens that are not under their control. Annis hags are likewise domineering, rarely working with more powerful hags. Storm hags usually prefer allying with other storm hags, but they will occasionally form covens with green hags or sea hags. Sea hags sometimes seek out a green hag to lead them. Mute hags—among the most powerful of mortal hags—relish the destruction of relationships, and their involvement in a coven is typically transient, lasting only as long as whatever barrier prompted them to seek sisters in the first place. Night hags and dreamthief hags are outsiders that wander the planes in search of victims. These cautious schemers do not hesitate to involve mortal hags in their machinations, readily joining covens when it proves expedient. Their immortality grants them great patience and enough time to plan contingencies so that betraying them becomes a risky proposition.

A typical hag coven can cast the spells listed in the green hag’s monster entry (Pathfinder RPG Bestiary 167). Blood hags, storm hags, and winter hags always grant the spells and abilities listed in their bestiary entries. To reflect the diversity of powers hags can invoke, Game Masters can customize the spell lists of covens based on their membership; each type of hag makes specific spells available to cast as coven magic.

All covens can cast the following spells, regardless of the hags that comprise them: animate dead, baleful polymorph, bestow curse, clairaudience/clairvoyance, commune, dream, forcecage, mind blank, reincarnate, speak with dead, veil, vision

The Mute Hag adds the following spells to the coven: epidemic, greater age resistance, insanity, malicious spite, vengeful outrage