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)
Spell-Like Abilities: At will - change self, dancing lights, ghost sound, invisibility, pass without trace, tongues, and water breathing. These abilities are as the spells cast by an 8th-level sorcerer (DC 10 + spell level).
Weakness (Su): The green hag can weaken a foe by making a special touch attack. The affected opponent must succeed at a Fortitude save (DC 13) or take 2d4 points of temporary Strength damage.
Mimicry (Ex): Green hags can imitate the sounds of almost any animal found near their lairs.
Green hags prefer to attack from hiding, usually after distracting foes. They often use darkvision to their advantage by attacking during moonless nights.
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 (Annis, Green Hag, and Sea Hag) can use powers beyond those of the individual members.