Dune Hag (CR 4)

Large Monstrous Humanoid
Alignment: Always chaotic evil
Initiative: +1 (Dex); Senses: darkvision 60 ft., Listen +6, and Spot +6


AC: 18 (-1 size, +1 Dex, +8 natural), touch 10, flat-footed 17
Hit Dice: 5d8+15 (37 hp); DR: 2/-
Fort +4, Ref +5, Will +5
Speed: 40 ft.
Space: 10 ft./10 ft.
Base Attack +5; Grapple +14
Attack: Claw +10 melee
Full Attack: 2 claws +10 melee and bite +5 melee
Damage: Claw 1d6+5, bite 1d6+2
Special Attacks/Actions: Improved grab, enthrall, spell-like abilities
Abilities: Str 21, Dex 13, Con 16, Int 12, Wis 12, Cha 15
Special Qualities: SR 18
Feats: Alertness; Endurance
Skills: Bluff +8, Climb +9, Intimidate +6, Listen +6, Spot +6, and Survival +5
Advancement: By character class
Climate/Terrain: Warm deserts
Organization: Solitary or covey (2-4 dune hags plus 1-8 ogres and 1-4 evil giants)
Treasure: Standard

Source: Sandstorm

Combat

Dune hags do not like engaging in direct confrontation; they prefer to lure their victims to out-of-the-way places, where they either ambush the victim with superior numbers, trick the victim into some suicidal action, or simply wait until the victim is sleeping. To this end, they employ their disguise self ability to get close to unsuspecting victims, and try to kiss the victim before drawing him or her to some secluded spot for a "tryst." If found out, a dune hag tries to kiss at least one enemy before fleeing, though she eventually returns to try to lure the enthralled victim to its death.

Improved Grab (Ex): To use this ability, a dune hag must hit a creature of any size with its claw attack. It can then attempt to start a grapple as a free action without provoking attacks of opportunity.

Enthrall (Su): A dune hag can mentally enslave any humanoid it kisses. If the target is not willing to be kissed, the dune hag must start a grapple with the target. Once kissed, the target must succeed on a DC 15 Will save to negate the effect of the enthrallment. An enthralled target sees the dune hag as a beautiful desert princess, and firmly believes that the hag form everyone else sees is the illusion. The effect is otherwise like a charm person spell, except that the target can attempt a new save whenever he sees the dune hag in her true form, or he is presented with incontrovertible evidence that she means to harm the victim.

Spell-Like Abilities: 3/day - disguise self, haboob, skin of the cactus; 1/day - hallucinatory terrain. Caster level 7th.