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PFS StandardGreen Hag

Green hags hate beauty and purity, so they use disguises and treachery to lure and murder innocents, corrupt the pure of heart, and shatter the minds and morals of their victims. Green hags create imaginative schemes to utterly ruin anyone who crosses them, as well as good or righteous folk whose very existence insults the hag’s twisted sensibilities. The complicated scandals perpetuated by green hags involve impersonation, mistaken identity, the seduction and betrayal of loved ones, or all these things in combination.

Recall Knowledge - Humanoid (Society): DC 19
Unspecific Lore: DC 17
Specific Lore: DC 14

Elite | Normal | Weak
Proficiency without Level

Changes from being Elite are marked in red below.
NOTE: The +2 damage bonus to non-strike offensive abilities (+4 if the ability is limited, such as spells) is NOT factored in.

Elite Green HagCreature 5

Legacy Content

CE Medium Hag Humanoid 
Source Bestiary pg. 201
Perception +12; darkvision
Languages Aklo, Common, Jotun; tongues
Skills Acrobatics +11, Athletics +13, Deception +12, Nature +10, Occultism +10, Stealth +11
Str +5, Dex +3, Con +3, Int +2, Wis +2, Cha +4
Coven A green hag adds entangle, outcast’s curse, and wall of thorns to her coven’s spells.
AC 23; Fort +13, Ref +13, Will +14; +1 status to all saves vs. magic
HP 85; Weaknesses cold iron 5
Sound Imitation A green hag who succeeds at a Deception check to Lie can mimic the sounds of any animal found near her lair. She has a +4 circumstance bonus to this check.
Speed 25 feet, swim 25 feet
Melee [one-action] claw +16 [+12/+8] (agile, magical), Damage 1d10+2+5 slashing plus enfeebling humorsOccult Innate Spells DC 22, attack +16 (+4 dmg); 2nd invisibility (at will), tree shape (at will); Cantrips (2nd) acid splash, dancing lights, ghost sound, message; Constant (5th) tongues; (2nd) water breathing; (1st) pass without trace
Betraying Touch [one-action] The green hag touches a creature that doesn’t realize the hag is an enemy. The betrayed creature is affected by the hag’s enfeebling humors and takes a –4 circumstance penalty to their saving throw against that effect.Change Shape [one-action] (concentrate, occult, polymorph, transmutation) The green hag can take on the appearance of any Medium humanoid woman. This doesn’t change her Speed or her attack and damage bonuses with her Strikes, but might change the damage type her Strikes deal (typically to bludgeoning).Enfeebling Humors (necromancy, occult) A creature damaged by a hag’s claw must succeed at a DC 22 Fortitude save or be enfeebled 1 for 1 day. On a critical failure, or if it gets hit again and fails its save a second time, it’s enfeebled 2 for 1 day.Exhale Miasma [two-actions] (necromancy, occult) The green hag exhales a miasma of green vapors. Each living creature in a 15-foot cone is affected by her enfeebling humors (attempting a save as normal). She can’t use Exhale Miasma again for 1d4 rounds.

All Monsters in "Hag"

NameLevel
Annis Hag6
Blood Hag8
Cuckoo Hag9
Grave Hag9
Green Hag4
Iron Hag6
Moon Hag10
Night Hag9
Rust Hag8
Sea Hag3
Storm Hag5
Sweet Hag4
Winter Hag7

Hag

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.