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PFS StandardStorm 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.

Recall Knowledge - Humanoid (Society): DC 20
Unspecific Lore: DC 18
Specific Lore: DC 15

Elite | Normal | Weak
Proficiency without Level

Storm HagCreature 5

Source Bestiary 3 pg. 128
Perception +12; darkvision, stormsight
Languages Aklo, Auran, Common, Jotun; voice of the storm
Skills Acrobatics +11, Deception +11, Intimidation +13, Occultism +11, Stealth +9, Weather Lore +13
Str +4, Dex +2, Con +4, Int +2, Wis +3, Cha +4
Coven A storm hag adds hydraulic torrent, lightning storm, and mariner's curse to her coven's spells.
Stormsight Wind, precipitation, and clouds don't impair a storm hag's vision; she ignores the concealed condition from storms, mist, precipitation, and the like.
Voice of the Storm 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 Demoralize creatures that hear her message with dire threats or unnerving whispers of doom.
AC 21; Fort +15, Ref +9, Will +12
HP 95; Immunities electricity; Weaknesses cold iron 5
Speed 25 feet, fly 40 feet
Melee claw +15 [+11/+7] (agile), Damage 1d6+7 slashing plus 1d6 electricityMelee jaws +15 [+10/+5], Damage 1d8+7 piercing plus 1d6 electricityRanged wind blast +13 [+8/+3] (air, range 30 feet), Damage 1d10+5 bludgeoningOccult Innate Spells DC 22; 3rd gust of wind (at will), lightning bolt, obscuring mist, wall of wind
Stormcalling A storm hag can perform a special 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, and she can't get an outcome worse than a failure. The 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.Wind Mastery A storm hag is unaffected by strong winds, natural or magical. Windy conditions are not difficult terrain for her.

All Monsters in "Hag"

Annis Hag6
Blood Hag8
Green Hag4
Moon Hag10
Night Hag9
Sea Hag3
Storm Hag5
Winter Hag7


Source Bestiary pg. 200
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.

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.

Sidebar - Advice and Rules Hag Covens

Hags are dangerous enough on their own, but when they gather in threes to form covens, they grow much more powerful.

Sidebar - Additional Lore Haters of Humanity

Hags loathe all humanoid races, but not equally—the brunt of their wrath is leveled against humans. Hags prey on human society the most, adding human flesh to their cauldron and snatching newborn children before replacing the babes with their own progeny as changelings.

Sidebar - Related Creatures One-Sided Rivalries

The hateful creatures known as skelm have much in common with hags, and evidence suggests that they might have some ancient or metaphysical connection to one another. Skelms maintain that they have been unfairly cursed or betrayed by hags and use it as an excuse to antagonize hags. More often than not, hags pay no more attention to skelms than they do any other creature.

Sidebar - Related Creatures Other Hags

The four types of hags presented here are but the most notorious of their kind. Others—such as the blood hag, moon hag, storm hag, and winter hag—plague society in other regions of the world.

Sidebar - Advice and Rules Supporting Characters

Hags don't have to be the main threat of an adventure. Heroes must sometimes seek out knowledge or power from someone known to be dangerous or treacherous, a role that hags can fill quite well. When not terrorizing humanoids, hags explore forbidden magic from sources that decent folk would never consider.

Sidebar - Additional Lore The Nature of Hags

Some believe that hags possess no true form or body of their own, but instead manifest from society’s fear of aging. That no known male hags exist has also puzzled scholars, but perhaps this is but another way in which hags mock society—by presenting themselves as awful stereotypes of elderly women.