Coven Aspirant
Only the foolish would bring themselves to the attention of hags, but some aspirants strive to join a hag coven out of a desire for power or companionship.
Medium Human Humanoid
Source NPC Core pg. 97
Elite Changes are marked. The +2 damage bonus to non-strike offensive abilities (+4 if the ability is limited, such as spells) is NOT factored in.
Recall Knowledge DC 18 • Humanoid (Society)
Perception +9
Languages Common, Fey, Jotun
Skills Deception +9, Intimidation +7, Medicine +7, Occultism +10, Stealth +9, Survival +7
Str +2, Dex +1, Con +1, Int +4, Wis +1, Cha +1
Items cauldron, dagger, dart (4)
AC 17; Fort +9, Ref +9, Will +11 (shared confidence)
HP 50
Shared Confidence When a coven aspirant is within 30 feet of at least two allies, they and their allies gain a +1 status bonus to Will saves.
Speed 25 feet
Melee [one-action] dagger +10 [+6/+2] (agile, versatile S), Damage 1d4+2+4 slashingMelee [one-action] fist +10 [+6/+2] (agile, nonlethal, unarmed), Damage 1d4+2+4 bludgeoningRanged [one-action] dart +9 [+5/+1] (agile, thrown 20 feet), Damage 1d4+2+4 piercingOccult Prepared Spells DC 20, attack +12 (+4 dmg); 1st fear, grim tendrils, ill omen; Cantrips (1st) daze, figment, light, prestidigitation, void warp
Witch Hex Spells 1 Focus Point, DC 20 (+4 dmg); 1st needle of vengeance; Cantrips (1st) shroud of night
Forge Pact [one-action] (auditory, concentrate, linguistic, mental, occult) The coven aspirant forms a temporary coven with two or more willing creatures within 30 feet, all of whom must be able to cast spells. Members of the temporary coven can cast charm, entangling flora, and illusory disguise as 2nd-rank occult innate spells at will, using DC 19 or their spellcasting DC, whichever is higher. The coven is dissolved after 3 rounds or when all but one member is dead, whichever comes first. A creature can be a member of only one temporary coven at a time and can join a temporary coven no more than once per 24 hours.
Unusual Covens
Though rare, covens can form that include non-hags, as long as at least two hags are a part of the coven. Changeling, vengeful nature spirits, intelligent undead, and fiends sometimes ally themselves with hags. The unusual composition of the coven alters the spells granted by the partnership, typically replacing the cursed metamorphosis spell with a spell appropriate to the coven's new member.All Monsters in "Mystic"
Source NPC Core pg. 96Hidden secrets and occult powers have an irresistible lure for many. Since the majority of these NPCs are spellcasters, consider using
alternative spell lists to adjust their themes.
Crossover Ancestry NPCs
Several of the NPCs elsewhere in NPC Core can fit well in this group:
Bone mother (level 6),
gourd leshy witch (level 6),
tripkee fiend keeper (level 7)
Guests Beware
Most intelligent creatures follow basic customs of hospitality, such as not attacking a guest who has dined under their roof. Even the most sinister fey creature is loath to break such customs, though eating meals with the fey is often fraught with its own dangers. Others have fewer scruples and might employ poisons, curses, or potions as seasoning for unwitting dinner guests.
Mystic Protection
Most mystics aren't particularly skilled in combat and might hire or ensorcel bodyguards, such as the
bodyguard (level 1),
archer sentry (level 2),
musketeer (level 3),
tournament combatant (level 5),
knight (level 7), or
hero hunter (level 13).
Mystic Rituals
The following are rituals sometimes cast by mystic groups. Those from
Monster Core are available only to appropriate celestials and fiends within the organizations.
Sinister Rituals
Most rituals have a simple gp cost and associated skill checks. But what if a desperate NPC is willing to offer something more macabre, such as lives, souls, or worse? Such a nefarious ritual uses a normal ritual as a baseline, but the DCs and proficiency requirements might be reduced or waived entirely, as might any gp cost.