columns: 2
forcecolumns: true
layout: Basic Pathfinder 2e Layout
source: "Pathfinder Bestiary 3"
name: "Storm Hag"
level: "Creature 5"
 
alignment: ""
size: "Medium"
trait_01: [[air]]
trait_02: [[chaotic]]
trait_03: [[electricity]]
trait_04: [[evil]]
trait_05: [[hag]]
trait_06: [[humanoid]]
modifier: 12
perception:
  - name: "Perception"
    desc: "+12; Darkvision"
languages: "Aklo, Common, Jotun, Sussuran; voice of the storm"
skills:
  - name: "Skills"
    desc: "Acrobatics: +11, Deception: +11, Intimidation: +13, Occultism: +11, Stealth: +9, Weather Lore: +13"
abilityMods: [4, 2, 4, 2, 3, 4]
speed: 25 feet,  fly 40 feet
sourcebook: "_Pathfinder Bestiary 3_"
ac: 21
armorclass:
  - name: AC
    desc: "21; __Fort__ +15, __Ref__ +9, __Will__ +12"
hp: 95
health:
  - name: ""
  - name: HP
    desc: "95; __Immunities__  electricity; __Weaknesses__ cold iron 5"
abilities_top:
  - name: ""
 
  - name: "[[Bestiary Ability Glossary/Coven|Coven]]"
    desc: " (mental,occult) A storm hag adds [[Spells/Hydraulic Torrent|Hydraulic Torrent]], [[Spells/Lightning Storm|Lightning Storm]], and [[Spells/Mariner's Curse|Mariner's Curse]] 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: "Stormsight"
    desc: "  Wind, precipitation, and clouds don't impair a storm hag's vision; she ignores the [[Conditions/Concealed|Concealed]] condition from storms, mist, precipitation, and the like."
 
  - name: "Voice of the Storm"
    desc: "  A storm hag can send spoken messages or sounds on the wind to any spot that she has seen and the wind can reach within a 50-mile radius. She can send a quiet whisper or a loud scream, and decides whether it's clearly audible or barely heard above the wind. The message is delivered regardless of whether anyone is present to hear it. The hag can use this ability to [[Actions/Demoralize|Demoralize]] creatures that hear her message with dire threats or unnerving whispers of doom."
 
abilities_mid:
  - name: ""
attacks:
  - name: ""
 
  - name: "**Melee** `pf2:1` Claw"
    desc: "+15 (agile)\n__Damage__  1d6 + 7 slashing 1d6 electricity"
 
  - name: "**Melee** `pf2:1` Jaws"
    desc: "+15 ()\n__Damage__  1d8 + 7 piercing 1d6 electricity"
 
  - name: "**Ranged** `pf2:1` Wind Blast"
    desc: "+13 (air, range 30 feet)\n__Damage__  1d10 + 5 bludgeoning"
 
  - name: "Occult Innate Spells"
    desc: "DC 22, attack +14; __3rd __  _[[Spells/Gust of Wind|Gust of Wind (At Will)]]_, _[[Spells/Lightning Bolt|Lightning Bolt]]_, _[[Spells/Mist|Obscuring Mist]]_, _[[Spells/Wall of Wind|Wall of Wind]]_"
 
  - name: "Coven Spells"
    desc: "DC 23, attack +15; __8th __  _[[Spells/Cursed Metamorphosis|Baleful Polymorph]]_; __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/Lightning Storm|Lightning Storm]]_, _[[Spells/Mariner's Curse|Mariner's Curse]]_, _[[Spells/Scouting Eye|Prying Eye]]_, _[[Spells/Talking Corpse|Talking Corpse]]_; __4th __  _[[Spells/Hydraulic Torrent|Hydraulic Torrent]]_"
 
  - name: "Rituals"
    desc: "_Control Weather_"
 
  - name: "Stormcalling"
    desc: "  A storm hag can perform a special [[Spells/Control Weather|Control Weather]] ritual, which requires no secondary casters, to change the weather within 5 miles of her location for 4d12 hours. The primary check is a DC 23 Occultism check check, and she can't get an outcome worse than a failure.\n\nThe storm hag can create only hurricanes, thunderstorms, and tornadoes, but she can do so regardless of the current season. She can also quell natural weather events but never willingly does so."
 
  - name: "Wind Mastery"
    desc: "  A storm hag is unaffected by strong winds, natural or magical. Windy conditions are not difficult terrain for her."
 
name: Storm Hag
creatures:
  - 1: Storm Hag

Storm hags are the personification of a storm’s rage. These crones hate those who huddle together with loved ones in warm, dry shelters while the wind howls and rain lashes the land and sea. Storm hags use their powers to wreak havoc on communities near the coastal caves or hovels where they often live.

These hags send their voices on the wind to terrorize mortals before descending upon them with claws and fell magic. More than any others of their kind, they prey on the young, devouring children as much for the pain it causes their parents and caretakers as for the hags’ love of young flesh.

A storm hag’s territory sometimes overlaps with that of sea hags and winter hags. While this may result in the formation of a coven that controls their combined territories, more often it leads to rivalries. Such feuds only increase the misery of innocent people caught between the rival hags’ feuding.


Foul creatures who appear as wizened old women, hags share little in common with the humanoids they terrorize. They are hateful entities whose greatest joy lies in the corruption and ultimate destruction of anything good and virtuous. Whatever power created the first hags is lost to time, but numerous hag varieties have arisen over the ages, each with their own powers and abilities to spread pain and suffering.