Shrieking Hag (CR 10)

Medium Monstrous Humanoid
Alignment: Always chaotic evil
Initiative: +1 (Dex); Senses: darkvision 60 ft., Listen +11, and Spot +11


AC: 21 (+1 Dex, +10 natural), touch 11, flat-footed 20
Hit Dice: 12d8+36 (90 hp)
Fort +11, Ref +9, Will +8
Speed: 30 ft., fly 80 ft. (good)
Space: 5 ft./5 ft.
Base Attack +12; Grapple +17
Attack: Claw +17 melee
Full Attack: 2 claws +17 melee
Damage: Claw 1d4+5
Special Attacks/Actions: Rend 2d4+10, shriek, spell-like abilities
Abilities: Str 20, Dex 13, Con 16, Int 11, Wis 15, Cha 14
Special Qualities: Cold immunity, sonic resistance 10, SR 21
Feats: Alertness; Cleave; Combat Casting; Iron Will; Power Attack 10
Skills: Bluff +7, Concentration +15, Diplomacy +6, Disguise +2 (+4 acting), Hide +7, Listen +11, Sense Motive +6, Spot +11, and Survival +6
Advancement: By character class
Climate/Terrain: Cold plains (Unapproachable East)
Organization: Solitary
Treasure: Standard

Source: Unapproachable East

Combat

Shrieking hags prefer to deceive, entice, and charm travelers into their lairs, using their spell-like abilities to split up parties and draw a way a single chosen victim. Should that fail, they resort to a furious assault from the night sky, shrieking and blasting their foes with wind. They reserve their physical attacks for dealing with solitary victims.

Rend (Ex): A shrieking hag that hits a single target with both claws latches onto the opponent's body and tears the flesh. This attack automatically deals an additional 2d4+10 points of damage.

Shriek (Su): Three times per day, the shrieking hag can give voice to a terrible, maddening shriek. Any creature within 60 feet of the hag takes 2d6 points of damage and is also confused for 2d6 rounds. A successful Fortitude save (DC 19) negates the confusion effect and reduces the damage by half. The save is Constitution-based.

Spell-Like Abilities: At will - change self, dancing lights, ghost sound, gust of wind, shocking grasp, wind wall; 3/day - charm person, control winds, improved invisibility, lightning bolt, see invisibility, suggestion; 1/day-charm monster, great shout, polymorph self, whirlwind; l/tenday - control weather. These abilities are as the spells cast by a 12th-level sorcerer (save DC 12 + spell level).