columns: 2
forcecolumns: true
layout: Basic Pathfinder 2e Layout
source: "Pathfinder Bestiary"
name: "Annis Hag"
level: "Creature 6"
alignment: ""
size: "Large"
trait_01: [[chaotic]]
trait_02: [[evil]]
trait_03: [[hag]]
trait_04: [[humanoid]]
modifier: 15
perception:
- name: "Perception"
desc: "+15; Darkvision"
languages: "Aklo, Common, Jotun"
skills:
- name: "Skills"
desc: "Acrobatics: +10, Athletics: +14, Deception: +11, Diplomacy: +9, Intimidation: +11, Stealth: +14"
abilityMods: [6, 4, 4, 1, 4, 3]
speed: 40 feet
sourcebook: "_Pathfinder Bestiary_"
ac: 24
armorclass:
- name: AC
desc: "24; __Fort__ +16, __Ref__ +12, __Will__ +14; +1 status to all saves vs. magic"
hp: 85
health:
- name: ""
- name: HP
desc: "85; __Resistances__ physical 5 (except bludgeoning)"
abilities_top:
- name: ""
- name: "[[Bestiary Ability Glossary/Coven|Coven]]"
desc: " (mental,occult) An annis hag adds [[Spells/Earthbind|Earthbind]], [[Spells/Magic Passage|Magic Passage]], and [[Spells/Spellwrack|Spellwrack]] to her coven's spells.\n* * *\n\nThis monster can form a coven with two or more other creatures who also have the coven ability. This involves performing an 8-hour ceremony with all prospective coven members. After the coven is formed, each of its members gains elite adjustments, adjusting their levels accordingly. Coven members can sense other members' locations and conditions by spending a single action, which has the concentrate trait, and can sense what another coven member is sensing as a two-action activity, which has the concentrate trait as well.\n\nCovens also grant spells and rituals to their members, but these can be cast only in cooperation between three coven members who are all within 30 feet of one another. A coven member can contribute to a coven spell with a single action that has the concentrate trait. If two coven members have contributed these actions within the last round, a third member can cast a coven spell on her turn by spending the normal spellcasting actions. A coven can cast its coven spells an unlimited number of times but can cast only one coven spell each round. All covens grant the 8th-rank [[Spells/Cursed Metamorphosis|Cursed Metamorphosis]] spell and all the following spells, which the coven can cast at any rank up to 5th: [[Spells/Augury|Augury]], [[Spells/Charm|Charm]], [[Spells/Clairaudience|Clairaudience]], [[Spells/Clairvoyance|Clairvoyance]], [[Spells/Dream Message|Dream Message]], [[Spells/Illusory Disguise|Illusory Disguise]], [[Spells/Illusory Scene|Illusory Scene]], [[Spells/Scouting Eye|Scouting Eye]], and [[Spells/Talking Corpse|Talking Corpse]]. Individual creatures with the coven ability also grant additional spells to any coven they join. A coven can also cast the [[Spells/Control Weather|Control Weather]] ritual, with a DC of 23 instead of the standard DC.\n\nIf a coven member's departure or death brings the coven below three members, the remaining members keep their elite adjustments for 24 hours, but without enough members to contribute the necessary actions, they can't cast coven spells."
abilities_mid:
- name: ""
attacks:
- name: ""
- name: "**Melee** `pf2:1` Claw"
desc: "+16 (agile, cold iron, magical, reach 10 feet)\n__Damage__ 2d8 + 6 slashing plus grab"
- name: "Coven Spells"
desc: "DC 23, attack +15; __8th __ (1 slots) _[[Spells/Cursed Metamorphosis|Baleful Polymorph]]_; __6th __ (1 slots) _[[Spells/Spellwrack|Spellwrack]]_; __5th __ (1 slots) _[[Spells/Augury|Augury]]_, _[[Spells/Charm|Charm]]_, _[[Spells/Clairaudience|Clairaudience]]_, _[[Spells/Clairvoyance|Clairvoyance]]_, _[[Spells/Dream Message|Dream Message]]_, _[[Spells/Illusory Disguise|Illusory Disguise]]_, _[[Spells/Illusory Scene|Illusory Scene]]_, _[[Spells/Magic Passage|Passwall]]_, _[[Spells/Scouting Eye|Prying Eye]]_, _[[Spells/Talking Corpse|Talking Corpse]]_; __3rd __ (1 slots) _[[Spells/Earthbind|Earthbind]]_"
- name: "Rituals"
desc: "_Control Weather_"
- name: "Bonds of Iron"
desc: "`pf2:2` (attack,occult) Once per day, an annis hag can cause a cage built of cold iron fingernails to spring out of nothingness at a range of up to 30 feet, attempting an Athletics check check to [[Actions/Grapple|Grapple]] against the target's Fortitude DC; if the target has a weakness to cold iron, the annis hag gains a +2 circumstance bonus to this check.\n\nUnlike a normal Grapple, the annis hag doesn't need to be within reach and can move as she pleases, and a successful attempt lasts until the creature escapes (DC 24), causing the cage to crumble into rust.\n\nAny creature can attempt to destroy the cage by attacking it. It has an AC of 19, Hardness 10, and 40 Hit Points."
- name: "[[Bestiary Ability Glossary/Change Shape|Change Shape]]"
desc: "`pf2:1` (concentrate,occult,polymorph) The hag can take on the appearance of any Medium female humanoid. This doesn't change her Speed or her attack and damage bonuses with her Strikes but might change the damage type her Strikes deal (typically to bludgeoning).\n* * *\n\nThe monster changes its shape indefinitely. It can use this action again to return to its natural shape or adopt a new shape. Unless otherwise noted, a monster cannot use Change Shape to appear as a specific individual. Using Change Shape counts as creating a disguise for the [[Actions/Impersonate|Impersonate]] use of Deception. The monster's transformation automatically defeats Perception DCs to determine whether the creature is a member of the ancestry or creature type into which it transformed, and it gains a +4 status bonus to its Deception DC to prevent others from seeing through its disguise. Change Shape abilities specify what shapes the monster can adopt. The monster doesn't gain any special abilities of the new shape, only its physical form. For example, in each shape, it replaces its normal Speeds and Strikes, and might potentially change its senses or size. Any changes are listed in its stat block."
- name: "[[Bestiary Ability Glossary/Rend|Rend]]"
desc: "`pf2:1` Claw\n* * *\n\nA Rend entry lists a Strike the monster has.\n\n**Requirements** The monster hit the same enemy with two consecutive Strikes of the listed type in the same round.\n* * *\n\n**Effect** The monster automatically deals that Strike's damage again to the enemy."
- name: "[[Bestiary Ability Glossary/Grab|Grab]]"
desc: "`pf2:1` **Requirements** The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]]\n* * *\n\n**Effect** If used after a Strike, the monster attempts to [[/act grapple]] the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty.\n\nThe monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn."
name: Annis Hag
creatures:
- 1: Annis HagAnnis hags are brutal torturers and murderers, delighting in the musical screams and tasty flesh of young creatures and those who are pure of heart. Annis hags are the most direct of all hags, engaging in physical combat and using their change shape ability to hunt rather than to infiltrate and betray humanoids. But an Annis hag takes a grisly trophy from each kill and uses it to sow discord, sending the trophy to one of her victim’s loved ones in a way that implicates another family member in the murder. Also known as iron hags, annis hags have iron-like yet flexible flesh that resists edged weapons, and their own touch is the same cold iron that burns the flesh of other hags. This allows them to bully their way to the leadership of hag covens.
Malevolent crones who lurk at the edges of civilization, hags use their deceptive, magical abilities to prey upon humanoids, manipulating and corrupting them. Some say hags arose from fey that became twisted by their inner selfishness. Hags gather together in covens for greater power, craft unique magical items known as Hag Eyes, and are known to replace infant humanoids with their own offspring-these children are Changelings who have the potential to become hags themselves.