columns: 2
forcecolumns: true
layout: Basic Pathfinder 2e Layout
source: "Pathfinder Bestiary"
name: "Green Hag"
level: "Creature 4"
alignment: ""
size: "Medium"
trait_01: [[chaotic]]
trait_02: [[evil]]
trait_03: [[hag]]
trait_04: [[humanoid]]
modifier: 10
perception:
- name: "Perception"
desc: "+10; Darkvision"
languages: "Aklo, Common, Jotun; tongues"
skills:
- name: "Skills"
desc: "Acrobatics: +9, Athletics: +11, Deception: +10, Nature: +8, Occultism: +8, Stealth: +9"
abilityMods: [5, 3, 3, 2, 2, 4]
speed: 25 feet, swim 25 feet
sourcebook: "_Pathfinder Bestiary_"
ac: 21
armorclass:
- name: AC
desc: "21; __Fort__ +11, __Ref__ +11, __Will__ +12; +1 status to all saves vs. magic"
hp: 70
health:
- name: ""
- name: HP
desc: "70; __Weaknesses__ cold iron 5"
abilities_top:
- name: ""
- name: "[[Bestiary Ability Glossary/Coven|Coven]]"
desc: " (mental,occult) A green hag adds [[Spells/Entangling Flora|Entangling Flora]], [[Spells/Outcast's Curse|Outcast's Curse]], and [[Spells/Wall of Thorns|Wall of Thorns]] 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."
- name: "[[Bestiary Ability Glossary/Constant Spells|Constant Spells]]"
desc: " A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires."
abilities_mid:
- name: ""
- name: "Sound Imitation"
desc: " A green hag who succeeds at a Deception check to Lie can mimic the sounds of any animal found near her lair. She has a +4 circumstance bonus to this check."
attacks:
- name: ""
- name: "**Melee** `pf2:1` Claw"
desc: "+14 (agile, magical)\n__Damage__ 1d10 + 5 slashing plus enfeebling-humors"
- name: "Occult Innate Spells"
desc: "DC 20, attack +14; __2nd __ _[[Spells/Invisibility|Invisibility (At Will)]]_, _[[Spells/One with Plants|Tree Shape (At Will)]]_\n__Cantrips__ __(2nd)__ _[[Spells/Acid Splash|Acid Splash]]_, _[[Compendium.pf2e.spells-srd.Item.kl2q6JvBZwed4B6v|Dancing Lights]]_, _[[Spells/Ghost Sound|Ghost Sound]]_, _[[Spells/Message|Message]]_\n__Constant__ __(5th)__ _[[Spells/Truespeech|Tongues]]_ __(2nd)__ _[[Spells/Water Breathing|Water Breathing]]_ __(1st)__ _[[Spells/Vanishing Tracks|Pass Without Trace]]_"
- name: "Coven Spells"
desc: "DC 23, attack +15; __8th __ _[[Spells/Cursed Metamorphosis|Baleful Polymorph]]_; __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/Scouting Eye|Prying Eye]]_, _[[Spells/Talking Corpse|Talking Corpse]]_; __4th __ (1 slots) _[[Spells/Outcast's Curse|Outcast's Curse]]_; __3rd __ (1 slots) _[[Spells/Entangling Flora|Entangle]]_, _[[Spells/Wall of Thorns|Wall of Thorns]]_"
- name: "Rituals"
desc: "_Control Weather_"
- name: "Betraying Touch"
desc: "`pf2:1` The green hag touches a creature that doesn't realize the hag is an enemy. The betrayed creature is affected by the hag's enfeebling humors and takes a -4 circumstance penalty to their saving throw against that effect."
- name: "[[Bestiary Ability Glossary/Change Shape|Change Shape]]"
desc: "`pf2:1` (concentrate,occult,polymorph) The green hag can take on the appearance of any Medium humanoid woman. 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: "Enfeebling Humors"
desc: " (occult) A creature damaged by a hag's claw must succeed at a DC 20 Fortitude check save or be [[Conditions/Enfeebled|Enfeebled 1]] for 1 day. On a critical failure, or if it gets hit again and fails its save a second time, it's [[Conditions/Enfeebled|Enfeebled 2]] for 1 day."
- name: "Exhale Miasma"
desc: "`pf2:2` (occult) The green hag exhales a miasma of green vapors. Each living creature in a 15-foot cone is affected by her enfeebling humors (attemping a save as normal).\n\nShe can't use Exhale Miasma again for 1d4 rounds."
name: Green Hag
creatures:
- 1: Green HagGreen hags hate beauty and purity, so they use disguises and treachery to lure and murder innocents, corrupt the pure of heart, and shatter the minds and morals of their victims. Green hags create imaginative schemes to utterly ruin anyone who crosses them, as well as good or righteous folk whose very existence insults the hag’s twisted sensibilities. The complicated scandals perpetuated by green hags involve impersonation, mistaken identity, the seduction and betrayal of loved ones, or all these things in combination.
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.