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: 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/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.

Green hags are found in desolate swamps and dark forests. They have a sickly green complexion with dark, tangled hair that looks almost like a twisted vine.

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.

Green hags prefer to attack from hiding, usually after distracting foes. They often use darkvision to their advantage by attacking during moonless nights.

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.

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.

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.