With hair like sagging grass and skin shining with slime over a sickly green, a green hag rises from the marshes to face her foe.
I am not sure what these creatures are meant to do within an environment, but a green hag is undoubtedly the worst part of a damp, murky, muddy, leech-filled swamp. They were named hags in the past as they resemble what we have feared and labeled witches within our own society. Having seen them up close I can say they have no sex, although they appear female, and I certainly have no idea how they reproduce, nor do I want to. They can alter their appearance, so when you meet that tavern maid in the swamp where maybe she shouldn’t be, it’s best to believe your intuition rather than your eyes.
They delight in savagery. Killing the young and the beautiful, torturing and teasing those they trap — that’s what they live for. Instead, give them something to die upon – a sword to their gut is the best way to end any meeting with a swamp hag.
—Etahn
Green Hag
Green hags are cruel Navirite creatures that make their homes in fetid marshes, flooded ruins, and other lonely wetlands. They are cunning predators that prefer deception and magic to direct confrontation, often mimicking familiar sounds to lure travelers away from safety. Though capable of operating alone, green hags sometimes gather into coveys, combining their magic to perform feats far beyond the power of a single hag.
Green Hag
| Characteristics | CV | 3 | |||
| Stat | Score | % | Speed | 25’, swim 30’ | |
| STR | 18 | 90 | HPA measure of the relative health of your character, represen... More | 28 | |
| CON | 12 | 60 | Dmg Mod | +1d6 | |
| SIZSize defines height, weight, and bulk. There is no SIZ-assoc... More | 16 | 80 | AVThe numeric value representing how much damage armor absorbs... More | 4 | |
| INT | 12 | 60 | Class | Monster | |
| ACU | 12 | 60 | Type | Navirite (Fey) | |
| DEX | 12 | 60 | Horror An optional system where your character’s mental health is ... More | 1/1d8 | |
| SOC | 15 | 75 | Treasure | Standard | |
- Attack: (2) Claws 75% 1d6+3+dm; Weakening Touch 75%
- Skills: Athletics 65%, Dodge 60%, Grapple 65%, Hide 60%, Knowledge 55%, Listen 60%, Persuasion 60%, Spellcraft 75%, Spot 60%, Stealth 60%, Survival 55%, Swim 70%
- SpecialA special success if the roll is equal to or less than 1/5 t... More: Darkvision 90’, Hag Covey, Mimicry, Resistant50% automatic damage reduction to magical AoE effects (no ne... More, Spell-Like Abilities, Water Breathing, Weakening Touch
- Weaknesses: Cold Iron
- Habitat: Temperate or warm marshes
- Encounter: Solitary or Covey (3 hags)
Weakening Touch
Once per round, a green hag may make a Weakening Touch attack. On a successful touch, the victim must make a CON saveRolling a characteristic to resist an effect or spell. More or temporarily lose 1d4 STR.
Lost STR returns after the victim rests for 8 hours.
Mimicry
A green hag can perfectly imitate the sounds and calls of animals native to the area around its lair.
The hag may also use these sounds to lure, confuse, or distract creatures. When the outcome is uncertain, resolve the deception with the hag’s Persuasion opposed by the listener’s Listen.
Resistant50% automatic damage reduction to magical AoE effects (no ne... More
Green hags are naturally resistant50% automatic damage reduction to magical AoE effects (no ne... More to magical energy. They take 50% damage from magical area effectsEffects are conditional modifiers due to actions against the... More without requiring a saveRolling a characteristic to resist an effect or spell. More.
Against single-target spells that allow a saveRolling a characteristic to resist an effect or spell. More, the hag gains a +10% bonus to that saveRolling a characteristic to resist an effect or spell. More.
Magical Abilities
A green hag can use the following magical abilities as a Standard Action:
At Will: acid fog (3 Mana), bend sound (3 Mana), spirit sap (3 Mana), transform (5 Mana, self only).
Water Breathing
A green hag can breathe underwater indefinitely and suffers no penalties for breathing or speaking while submerged.
Hag Covey
When three hags of any type gather within 10’ of one another, they form a covey and can combine their magical power.
A covey may use each of the following abilities 3/day:
animate dead, bestow curse, dreamwalk, hold creature, hallucinatory terrain, nondetection, polymorph other, polymorph self, scrying, and shape weather.
Hag Eye
A hag covey can fashion a magical eye from a gem worth at least 20 gp. Each member of the covey can see through the eye at will, regardless of distance.
If the Hag Eye is destroyed, each member of the covey suffers 1d10 damage. The hag that suffers the most damage is blinded for 24 hours.
Reagents & Remnants
Hag Eye (Reagent)
The preserved eye of a green hag retains a faint connection to the Navirim and is valued for divination magic and enchantments involving supernatural sight.
Value: 100 gp
Harvesting Difficulty: DifficultYour skill is halved when a task is harder than average, whi... More
Weakening Claw (Reagent)
A green hag’s long claws contain traces of the supernatural energy responsible for its Weakening Touch. Properly harvested, they can be used in magic designed to sap physical strength.
Value: 75 gp
Harvesting Difficulty: Average