The Demonskar Hags


Shackled City Adventure Path

Dark Archive

Okay, we just finished our weekly session, ending with the encounter with the green hags. One of the PCs remembered something about "false sisters", and cast detect evil. Since he detected evil, that gave him a chance to disbelieve the illusion -- and after a shouted warning, almost all the PCs have disbelieved, and see the green hags for what they are. Except for the heavy hitters of the group, who failed their Will saves. Bound to be interesting.

Does anyone have the half-fey green hags typed up in new stat block format? If yes, can they share it please? I'm really fond of the new style...


Just out of curiosity, any reason in particular the hag covey wasn't under the effects of MIND BLANK? With the duration of this spell-like ability being 24 hours, it seems like something they would endeavor to maintain permanently (and thus be essentially immune to all spells from the DIVINATION and ENCHANTMENT schools).

Dark Archive

It wouldn't have mattered anyway. Just recalling the reference to "false sisters" would have allowed a saving throw versus illusion I'd say. And the end result is the same.

To be honest, I hadn't thought of mind blank ...

Dark Archive

Okay, so I typed it in the new stat block format -- here ya go. BTW, the appendix at the back forgets to mention the DR/cold iron, as per the 3.5 Update booklet for the FF.

Tribata, Smaela, and Olomasta CR 9
Female half-fey green hag Rogue 2 – FF 89
CE Medium Fey
Init +4; Senses Listen +16, Spot +16; darkvision 90 ft, low-light vision
Languages Giant, Common

AC 27, touch 16, flat-footed 23
HP 49 (11d6+11); DR 5/cold iron, SR 18
Immunities enchantment spells and effects
Fort +6, Ref +14, Will +8

Spd 30 ft, fly 60 ft (good), swim 30 ft
Melee +13/+13 claws (1d6+3 plus weakness)
SA Sneak Attack +1d6
BAB +10; Grp +13
Spell-like abilities (CL 11th, +15 ranged touch)
At will – charm person (DC 17), dancing lights, disguise self, ghost sound (DC 16), invisibility, pass without trace, tongues, water breathing
3/day – detect law, protection from law
1/day – confusion* (DC 20), dominate person* (DC 21), eyebite* (DC 22), faerie fire*, hypnotism (DC 18), sleep* (DC 17), suggestion* (DC 19)
* indicates a hag’s selected half-fey spell-like ability for the day.
Covey Spell-like abilities (CL 11th, +15 ranged touch)
3/day – animate dead, bestow curse (DC 19), control weather, dream, forcecage, mindblank, mirage arcana (DC 21), polymorph, veil (DC 22), vision

Str 17, Dex 19, Con 12, Int 15, Wis 15, Cha 22
SQ DR 5/cold iron, darkvision 90 ft, evasion, low-light vision, trapfinding
Feats Ability Focus (weakness), Alertness, Great Fortitude, Improved Natural Attack (claw)
Skills: Bluff +16, Concentration +13, Craft (weaving) +14, Diplomacy +8, Disguise +16 (+18 acting), Hide +16, Intimidate +8, Knowledge (arcana) +14, Knowledge (the planes) +14, Listen +16, Spot +16, Swim +15
Possessions: ring of protection +2

Weakness (Su): A green hag can weaken a foe by making a special touch attack. The opponent must succeed on a DC 16 Fortitude save or take 2d4 points of Strength damage. The save DC is Charisma-based.
Mimicry (Ex): A green hag can imitate the sounds of almost any animal found near its lair.
Skills: A green hag has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

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