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Blood Hag

Creature 8 — hag, humanoid

Blood hags, also known as soucouyants, infiltrate communities in the guise of young innocents. This disguise is more than an illusion, for a blood hag wears the skin of a previous victim to hide their true appearance. During the day, their disguise is almost perfect. But after sunset, the creature sheds their skin, hides it in a safe place, and stalks the night to drink the blood that sustains them. Able to travel quickly in the form of a ball of fire and to slip through keyholes or the slighte

Source: pathfinder-monster-core-2

Perception +17
Skills acrobatics +15, athletics +18, deception +19, diplomacy +17, occultism +16, stealth +17
Str
+4
Dex
+5
Con
+2
Int
+2
Wis
+3
Cha
+5
AC 26 Fort +14 Ref +17 Will +17
HP 155
Immunities bleed
Resistances fire 10
Weaknesses cold-iron 10
Speed 25 feet

Offense

Melee Jaws +18, Damage 2d12+7 piercing
Melee Claw +18, Damage 2d8+7 slashing
Ranged Firebolt +19, Damage 5d6 fire

Abilities

Bloodsense (Imprecise) 90 feet — A blood hag can sense the presence of blood and creatures with blood. They can tell the difference between spilled blood and the blood within a living creature.
Borrowed Skin — A blood hag wears a covering of skin stolen from a humanoid creature they've killed, hiding their true form. They appear as the creature whose skin they're wearing, including to spells that would detect that creature. Creatures can still potentially detect the deception as described in the Impersonate action. Spreading coarse salt inside the skin prevents the hag from putting it back on, forcing them to keep their fiery form until they kill another humanoid and spend 1 hour turning it into a new disguise.
Coven (mental, occult) — A blood hag adds Aerial Form, Fiery Body, and Nightmare to their coven's spells. Coven
Assume Fiery Form (concentrate, fire, occult, polymorph) — The blood hag removes their borrowed skin and transforms into a brilliant ball of fire. They become amorphous (allowing them to move through a gap at least 1 foot wide without Squeezing and move at full Speed while Squeezing), gain the fire trait and a fly Speed of 60 feet, become immune to fire, and emit light as a torch. They lose their melee Strikes and can't Drain Blood, but they deal 4d6 fire damage with a DC 26 Reflex save to each creature that touches them, including a creature that hits them with an unarmed attack or a weapon attack from an adjacent space. If their skin is intact and they're adjacent to it, they can Interact to return to their normal form inside the skin. The hag can choose to Assume Fiery Form as a single action, bursting through their skin in a blast of flames. Doing so destroys their borrowed skin and deals 9d6 fire damage to all creatures in a 20-foot type:emanation with a DC 26 Reflex save.
Drain Blood (occult) — A victim's drained condition decreases by 1 per week. A blood transfusion, which requires a successful DC 20 Medicine check and sufficient blood or a blood donor, reduces the drained condition by 1 after 10 minutes.
Grab — Grab

Spells

Control Weather (DC 23) (rank 8)
Fiery Body (rank 7)
Cursed Metamorphosis (rank 6)
Illusory Scene (rank 5)
Scouting Eye (rank 5)
Aerial Form (rank 4)
Clairvoyance (rank 4)
Nightmare (rank 4)
Talking Corpse (rank 4)
Clairaudience (rank 3)
Dream Message (rank 3)
Augury (rank 2)
Charm (rank 1)
Charm (rank 1)
Illusory Disguise (rank 1)
Sleep (rank 1)

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