
Dr A Gon |

Coven https://2e.aonprd.com/MonsterAbilities.aspx?ID=11
Hags https://2e.aonprd.com/MonsterFamilies.aspx?ID=59
Question 1 - So apparently they can cast spells 1/round with no limit on castings per day?
Question 2 - So when they cast a spell like Clairvoyance which has range 500 feet, the target has to be within 500 feet of the cauldron. So, like, ninja 3 cackling witches, a cauldron, and a cooking fire into the castle before you can spy on the king at 500 feet? But while you're there you can also cast unlimited passwall 1/round just for laughs while the garrison gets super confused?
I mean I get it, it's really thematic, but I don't get how they use the short range spells except when it's like dominate and they capture someone.
EDIT: This came up because I'm making some hags and you have to REAL CAREFUL with what coven spells you give them.

Claxon |

The coven rules are primarily designed for NPCs not players, you as the GM have to be aware of what you're doing.
Also remember that in order to cast the coven spell each member of the coven needs to donate an action. That means if you're fighting a coven of three they're already down one action each just to cast a single spell each round. And as soon as you take down one of them, they can't use it anymore.
A wise party would focus on one hag and take her out quickly.
It's also very unlikely that a coven would in range of something important without being caught, as you note. As to why use clairvoyance with a 500 ft range? Maybe the hags live in a cave system or some other den and use it inspect the premises, especially if they suspect something is going on.
Not everything has to be an offensive use.

Castilliano |

Q1: Yes, covens are strong, especially if the weaker hags are given access to higher level spells. Balance wisely, as you've noted.
Q2: What cauldron?
Yes, hags (or witches) viewing through the bubbling cauldron makes for an iconic image, but I don't see cauldrons required anywhere, not under coven nor under the spells they're casting.
So not an issue, though it does amplify the issue of how strong a coven can be. They can operate anywhere.
And as Claxon noted, they do have to contribute an action plus the final one still has to cast the spell with its normal amount of actions. Not that they won't have spare actions, they likely will, but it makes it hard for them to cast their own spells while engaging in melee and trying to move tactically; all while maintaining 30' max separation.
I could see shoving a hag to prevent a coven spell. :)
(Okay, maybe not since they could move then cast most spells, but maybe if you trip them too.)
Note also a coven can have more than three hags!
So a PFS adventure writer could have three hags for the lower tier and add a tougher hag to the higher tier (while keeping the low ones too).
"Ha, ha, you have lost one and now are not a coven!"
"Oh, sis, could you come outside for a Baleful Polymorph? We've got a hag hunter on our hands."
ETA: The cauldron image ties more to Scrying than the spells the hags have. Seems hags should have access to that, and I may be missing something.
Oh, and it seems that while awake a coven should always be operating with Illusory Disguise and Illusory Scene active.

Claxon |
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Eek! If there is no need for a physical cauldron then these monster girls are unbtoppable!
Eh, they're hardly unstoppable. Sure, they get to cast a free spell each round.
They're NPC though. Their spell slots basically never mattered anyways because you've got to assume they're basically unused when combat starts. Sure they could cast all day, but it only helps so much. Buffs don't last long in PF2 so it's not like they're getting free hours long buffs in advance of a fight. They probably have to cast their buff spells in the fight if they want them.
And they still need to use up actions to do it.
If you engage them in melee either they sit there and take it to the face while donating actions to the coven spell and cast their own, or they move and can't cast a spell (there are very few one action cast spells). Doing anything like moving makes it impossible to donate to the coven spell and also cast their own spell. So it's a very tough choice, once someone gets in their face.

Dr A Gon |

The problem is by the time you realise it's a hag coven, the whole town is a temple to Abaddon because 3 little girls dancing in a ring is apparently a calamity that requires calling out the magic swat squad the instant you see it.
Anyway, RPG, GM, plot, etc etc.
EDIT: At least they aren't selling cookies.

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I don't know if you guys have played The Witcher 3, but there is a Coven in that game and that's how I picture them in this game. They aren't just about death and destruction, but rather subterfuge and manipulation.
Also note that they probably all think THEY are the leader, so that might be a good way to get them to turn on each other...

Claxon |
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What if 3 hags have a plane shift accident and get fused together, then make their own coven? That would be a pretty capable adventure boss.
Kind of, maybe. Even if you gave it three initiatives with 3 sets of actions, and suppose they could all donate one of their 3 to the coven spells....they're still in one body. One body that is rife to be tripped, grappled, one hit point pool, easily threatened and cornered by superior numbers.
Honestly, I'd say they're probably worse off than being 3 separate characters. Even if you added all the HP of each individual together.
It is a cool idea though.