Hag, Green

Medium Monstrous Humanoid — CR 5

Monster Manual v.3.5 (MM), p. 1433.5
Hit Dice
9d8+9 (49 hp)
Initiative
+1
Speed
Land 30 ft
Armor Class
22, touch 11, flat-footed 21
Base Attack / Grapple
+9/+13
Attack
Claw +13 melee (1d4+4)
Full Attack
2 claws +13 melee (1d4+4)
STR
19
DEX
12
CON
12
INT
13
WIS
13
CHA
14
Fort / Ref / Will
+6 / +7 / +7
Challenge Rating
5
Alignment
Usually Chaotic-Evil
Organization
Solitary or covey (3 hags of any kind plus 1–8 ogres and 1–4 evil giants)
Treasure
Standard
Environment
Marshes
Level Adjustment
Spell Resistance
18
Caster Level
9

Special Abilities

Spell-Like AbilitiesWeaknessDarkvisionSpell Resistance

Feats

This creature looks like a very old female human. It has a sickly green complexion with dark, tangled hair that looks almost like a twisted vine.

Description

Hags are horrible creatures whose love of evil is equaled only by their ugliness.

Although they often plot and scheme for power or some malevolent end, hags also appear to do evil for its own sake. They may use their dark magic and knowledge of fell things to serve a more powerful evil being, but they are seldom faithful. They may turn on their master if they see a chance to seize power for themselves.

Although different hags are unique in appearance and mannerism, they have many aspects in common. All take the form of crones whose bent shapes belie their fierce power and swiftness. Despite faces cracked by wrinkles and heavy with cruelty, their eyes shine with villainy and cunning. Their long nails have the strength of steel and are as keen as any knife.

Hags speak Giant and Common.

Green hags are found in desolate swamps and dark forests.

A green hag is about the same height and weight as a female human.

Combat

Hags are tremendously strong. They are naturally resistant to spells and can cast magic of their own. Hags often gather to form coveys. A covey, usually containing one hag of each type, can use powers beyond those of the individual members.

Green hags prefer to attack from hiding, usually after distracting foes. They often use darkvision to their advantage by attacking during moonless nights.

Spell-Like Abilities: At will—dancing lights, disguise self, ghost sound (DC 12), invisibility, pass without trace, tongues, water breathing. Caster level 9th. The save DC is Charisma-based.

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.

Mimicry (Ex): A green hag can imitate the sounds of almost any animal found near its lair.

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.