Annis (CR 6)

Large Monstrous Humanoid
Alignment: Always chaotic evil
Initiative: +1 (Dex); Senses: darkvision 60 ft., Listen +10, and Spot +10


AC: 20 (-1 size, +1 Dex, +10 natural). touch 10, flat-footed 19
Hit Dice: 7d8+14 (45 hp); DR: DR 2/bludgeoning
Fort +6, Ref +6, Will +6
Speed: 40 ft.
Space: 10 ft./10 ft.
Base Attack +7; Grapple +18
Attack: Claw +13 melee
Full Attack: 2 claws +13 melee and bite +8 melee
Damage: Claw 1d6+7, bite 1d6+3
Special Attacks: Improved grab, rake 1d6+7, rend 2d6+10, spell-like abilities
Abilities: Str 25, Dex 12, Con 14, Int 13, Wis 13, Cha 10
Special Qualities: SR 19
Feats: Alertness; Blind-fight; Great Fortitude
Skills: Bluff +8, Diplomacy +2, Disguise +0 (+2 acting), Hide +7, Intimidate +2, Listen +10, and Spot +10
Advancement: By character class
Climate/Terrain: Cold Marshes
Organization: Solitary or covey (3 hags of any type plus 1-8 ogres and 1-4 evil giants)
Treasure/Possessions: Standard

Source: Monster Manual

Hags are horrible creatures whose love of evil is equaled only by their ugliness.

Although they often plot and scheme for power or some malevolent end, hags also appear to do evil for its own sake. They may use their dark magic and knowledge of fell things to serve a more powerful evil being, but they are seldom faithful. They may turn on their master if they see a chance to seize power for themselves.

Although different hags are unique in appearance and mannerism, they have many things in common. All take the form of crones whose bent shapes belie their fierce power and swiftness. Despite faces cracked by wrinkles and heavy with cruelty, their eyes shine with villainy and cunning. Their long nails have the strength of steel and are as keen as any knife.

Hags speak Giant and Common.

The dreaded annis may be the most horrible of hags. It has deep blue skin and filthy black hair, and stands some 8 feet tall. An annis commonly uses its change self ability to take the form of an exceptionally tall human, a fair giant, or an ogre.

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.

Though physically powerful, these hags do not favor simple assaults but try to divide and confuse their foes before combat. They love to pose as commoners or gentlefolk to lull their victims into a sense of false security before they attack.

Improved Grab (Ex): To use this ability the annis must hit a Large or smaller creature with a claw attack.

Rend (Ex): An annis that hits with both claw attacks latches onto the opponent's body and tears the flesh. This attack automatically deals an additional 2d6+14 points of damage.

Tear (Ex): An annis automatically hits a held opponent with its melee attacks each round it maintains the hold.

Spell-Like Abilities: 3/day - change self and fog cloud. These abilities are as the spells cast by an 8th-level sorcerer.

Steely Skin (Ex): The steely skin of an annis reduces damage dealt by slashing and piercing weapons by 1 point of damage per hit. Conversely, their brittle bones increase damage dealt by bludgeoning weapons by 1 point per hit. (Treat combination weapons such as morningstars as bludgeoning weapons.)

Hag Covey

From time to time, a trio of hags gathers as a covey. Usually the foul triune includes one hag of each type, but this is not always the case.

Combat

Hags in a covey rely on deception and their boosted magical abilities in combat.

A covey of hags is 80% likely to be guarded by 1d8 ogres and 1d4 evil giants who do their bidding. These are often polymorphed into less hostile forms and sent forth as spies. Such minions often (60%) carry magic stones known as hag eyes (see below).

Spell-Like Abilities: 3/day - animate dead, bestow curse, control weather, dream, forcecage, mind blank, mirage arcana, veil, and vision. These abilities are as the spells cast by a 9th-level sorcerer (save DC 13 + spell level). To use one of these abilities, three hags must be within 10 feet of one another. This is a full round action.

Once per month, a covey that does not have a hag eye can create one from a gem worth at least 20 gp (see below).

Hag Eye

A hag eye is a magic gem created by a covey. It appears to be nothing more than a semiprecious stone, but a gem of seeing or other such effect reveals it as a disembodied eye. Often, a hag eye is worn as a ring, brooch, or other adornment. Any of the three hags who created the hag eye can see through it whenever they wish, so long as it is on the same plane as the hag. Destroying a hag eye deals 1d10 points of damage to each member of the covey and blinds the one who sustained the greatest damage for 24 hours.