Green Hag | CR 5 |
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Usually CE Medium Monstrous Humanoid Init +1; Senses darkvision 90 ft.; Listen +11, Spot +11 Swim +12 Languages Common, Giant |
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AC 22, touch 11, flat-footed 21 hp 49 (9 HD) SR 18 Fort +6, Ref +7, Will +7 |
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Speed 30 ft., swim 30 ft. Melee 2 claws +13 (1d4+4) Space 5 ft.; Reach 5 ft. Base Atk +9; Grp +13 Atk Options Blind-Fight Special Actions weakness, mimicry Spell-like Abilities (CL 9): At will—dancing lights, disguise self, ghost sound (DC 12), invisibility, pass without trace, tongues, water breathing The save DCs are Charisma-based |
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Abilities Str 19, Dex 12, Con 12, Int 13, Wis 13, Cha 14 Feats Alertness, Blind-Fight, Combat Casting, Great Fortitude Skills Concentration +7, Craft or Knowledge (any one) +7, Hide +9, Listen +11, Spot +11 Swim +12 Advancement By character class |
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Mimicry (Ex) A green hag can imitate the sounds of almost any animal found near its lair.
Weakness (Su) A green hag can weaken a foe by making a special touch attack. The opponent must succeed on a DC 16 Fortitude save or take 2d4 points of Strength damage. The save DC is Charisma-based.
Skills A green hag has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. |