Green Hag (CR 5)

Medium Monstrous Humanoid
Alignment: Always chaotic evil
Initiative: +1 (Dex); Senses: darkvision 90 ft., Listen +11, and Spot +11


AC: 22 (+1 Dex, +11 natural), touch 11, flat-footed 21
Hit Dice: 9d8+9 (49 hp)
Fort +6, Ref +7, Will +7
Speed: 30 ft., swim 30 ft.
Space: 5 ft./5 ft.
Base Attack +9; Grapple +13
Attack: Claw +13 melee
Full Attack: 2 claws +13 melee
Damage: Claw 1d4+4
Special Attacks/Actions: Spell-like abilities, weakness, mimicry
Abilities: Str 19, Dex 12, Con 12, Int 13, Wis 13, Cha 10
Special Qualities: SR 18
Feats: Alertness; Blind-fight; Combat Casting; Great Fortitude
Skills: Concentration +7, Craft or Knowledge (any one) +7, Hide +9, Listen +11, Spot +11, and Swim +11
Advancement: By character class
Climate/Terrain: Temperate marsh
Organization: Solitary or covey (3 hags of any type plus 1-8 ogres and 1-4 evil giants)
Treasure: Standard

Source: Monster Manual

Combat

Hags are tremendously strong. They are naturally resistant to spells and can cast magic of their own. Hags often gather to form coveys. A covey, usually containing one hag of each type can use powers beyond those of the individual members.