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Hag, Sand

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This withered crone has scorched skin, lank gray hair, and a malicious grin will with shark-like teeth. Drool trickles from her lips as she glares malevolently.

Sand Hag CR 5

XP 1,600
CE Medium monstrous humanoid
Init +1; Senses darkvision 90 ft.; Perception +14


AC 19, touch 11, flat-footed 18 (+1 Dex, +8 natural)
hp 78 (9d10+27)
Fort +8, Ref +7, Will +6; SR 16


Speed 30 ft., burrow 30 ft.
Melee 2 claws +12 (1d4+3 plus dehydration)
Spell-Like Abilities (CL 9th; concentration +11)

Constantpass without trace, tongues, undetectable alignment
At willalter self, ghost sound (DC 12), hallucinatory terrain (DC 16), invisibility, minor image (DC 14), shifting sand (DC 15), whispering wind


Str 16, Dex 12, Con 16, Int 12, Wis 11, Cha 14
Base Atk +9; CMB +12; CMD 23
Feats Alertness, Blind-Fight, Combat Casting, Deceitful, Great Fortitude
Skills Bluff +13, Disguise +13, Knowledge (arcana) +4, Perception +14, Sense Motive +8, Stealth +13
Languages Aklo, Common, Giant
SQ mimicry, scorpion step


Dehydration (Su)

A sand hag's claws drain the moisture from creatures she strikes, causing the target to take an additional 1d6 hp nonlethal damage and become fatigued. A successful DC 16 Fortitude save halves this damage and negates fatigue. Multiple failed saves do not cause a creature to become exhausted, but this fatigue stacks with other sources of fatigue to cause a creature to become exhausted. The save DC is Charisma-based.

Mimicry (Ex)

A sand hag can imitate the sounds of almost any animal found near its lair. Hawks, snakes, camels, and scorpions are all within her range of mimicry.

Scorpion Step (Ex)

A sand hag walks lightly across sandy surfaces, never sinking into soft sand or leaving tracks. Her movement is not impeded by shifting or unstable sand or when walking up sloped sand dunes. In addition, when walking on sandy surfaces, a sand hag gains tremorsense 30 ft.

Scouring Sirocco (Su)

A sand hag can generate a blast of hot wind in a 40-ft. line or 20-ft. cone-shaped burst. This wind functions as gust of wind, throwing up windblown sand that blocks vision as obscuring mist. Creatures in the area also take 1d6 hp slashing damage and 1d6 hp nonlethal damage and are dazzled for 1d4 rounds (DC 16 Fort negates). Creatures in the area become fatigued from heatstroke until this nonlethal damage is cured; this does not stack with fatigue from hot environments.

A sand hag must wait 1d4 rounds after using this ability before using it again. The save DC is Charisma-based.