Blood Hag
Creature 8 — hag, humanoid
CrasherWeaverLANDhaghumanoidfire
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; bloodsense (imprecise) 90 feet, darkvision
Languages aklo, chthonian, common, diabolic, jotun
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 (agile) +18, Damage 2d8+7 slashing plus Grab
Ranged Firebolt (agile, fire, occult) +19, range 60 feet, 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.
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.
This monster can form a coven with two or more other creatures who also have the coven ability. This involves performing an 8-hour ceremony with all prospective coven members. After the coven is formed, each of its members gains elite adjustments, adjusting their levels accordingly. Coven members can sense other members' locations and conditions by spending a single action, which has the concentrate trait, and can sense what another coven member is sensing as a two-action activity, which has the concentrate trait as well.
Covens also grant spells and rituals to their members, but these can be cast only in cooperation between three coven members who are all within 30 feet of one another. A coven member can contribute to a coven spell with a single action that has the concentrate trait. If two coven members have contributed these actions within the last round, a third member can cast a coven spell on her turn by spending the normal spellcasting actions. A coven can cast its coven spells an unlimited number of times but can cast only one coven spell each round. All covens grant the 8th-rank Cursed Metamorphosis spell and all the following spells, which the coven can cast at any rank up to 5th: Augury, Charm, Clairaudience, Clairvoyance, Dream Message, Illusory Disguise, Illusory Scene, Scouting Eye, and Talking Corpse. Individual creatures with the coven ability also grant additional spells to any coven they join. A coven can also cast the Control Weather ritual, with a DC of 23 instead of the standard DC.
If a coven member's departure or death brings the coven below three members, the remaining members keep their elite adjustments for 24 hours, but without enough members to contribute the necessary actions, they can't cast coven spells.
This monster can form a coven with two or more other creatures who also have the coven ability. This involves performing an 8-hour ceremony with all prospective coven members. After the coven is formed, each of its members gains elite adjustments, adjusting their levels accordingly. Coven members can sense other members' locations and conditions by spending a single action, which has the concentrate trait, and can sense what another coven member is sensing as a two-action activity, which has the concentrate trait as well.
Covens also grant spells and rituals to their members, but these can be cast only in cooperation between three coven members who are all within 30 feet of one another. A coven member can contribute to a coven spell with a single action that has the concentrate trait. If two coven members have contributed these actions within the last round, a third member can cast a coven spell on her turn by spending the normal spellcasting actions. A coven can cast its coven spells an unlimited number of times but can cast only one coven spell each round. All covens grant the 8th-rank Cursed Metamorphosis spell and all the following spells, which the coven can cast at any rank up to 5th: Augury, Charm, Clairaudience, Clairvoyance, Dream Message, Illusory Disguise, Illusory Scene, Scouting Eye, and Talking Corpse. Individual creatures with the coven ability also grant additional spells to any coven they join. A coven can also cast the Control Weather ritual, with a DC of 23 instead of the standard DC.
If a coven member's departure or death brings the coven below three members, the remaining members keep their elite adjustments for 24 hours, but without enough members to contribute the necessary actions, they can't cast coven spells.
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 emanation with a DC 26 Reflex save.
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 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 —
Occult Innate Spells DC 26, attack +18
1st Charm, Sleep (×3)
Occult Innate Spells DC 26, attack +18
7th Fiery Body
6th Cursed Metamorphosis
5th Illusory Scene, Scouting Eye
4th Aerial Form, Clairvoyance, Nightmare, Talking Corpse
3rd Clairaudience, Dream Message
2nd Augury
1st Charm, Illusory Disguise
WORKS WELL WITH
AnvilLANDA frontline tank absorbs retaliation while the hag closes in with claws and firebolts.
SnareLANDA controller that keeps a target grabbed lets the hag drain blood turn after turn.
PUNISHES
✖ low Fort✖ standing still✖ isolated PCs
Works well with · Punishes · Pairing advice
Unlock with Tactics
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