Knots of dark, moldering hair spill
over the features of this sickly, thin, green-skinned crone.
XP 1,600 CE Medium monstrous humanoid Init +1; Senses darkvision 90 ft.; Perception +15 DEFENSE
AC 19, touch 11, flat-footed 18 (+1 Dex, +8 natural)hp 58 (9d10+9) Fort +6, Ref +7, Will +7 SR 16 OFFENSE
Speed 30 ft., swim 30 ft.Melee 2 claws +13 (1d4+4 plus weakness) Spell-Like Abilities (CL 9th) Constant—pass without trace, tongues, water breathing At will—alter self, dancing lights, ghost sound (DC 12), invisibility, pyrotechnics (DC 14), tree shape, whispering wind STATISTICS
Str 19, Dex 12, Con 12, Int 15, Wis 13, Cha 14Base Atk +9; CMB +13; CMD 24 Feats Alertness, Blind-Fight, Combat Casting, Deceitful, Great Fortitude Skills Bluff +13, Disguise +13, Knowledge (arcana) +11, Perception +15, Sense Motive +9, Stealth +13, Swim +18 Languages Aklo, Common, Giant SQ mimicry SPECIAL ABILITIES
Weakness (Su)
A green hag's claws sap strength from those she strikes. Each time a
green hag hits a foe with her claw attack, the victim takes 2 points of
Strength damage unless he resists the weakness with a DC 16 Fortitude
save. Alternatively, a green hag can attempt to inflict even greater
weakness on a foe by making a touch attack—this variant requires a
standard action, and cannot be attempted in the same round the hag
makes claw attacks. The opponent touched must succeed on a DC 16
Fortitude save or take 2d4 points of Strength damage. The save DC is
Charisma-based. |