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: 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/Actions: 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)
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.)
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.
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.