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Jaggedbriar Hag

Creature 7 (unique) — hag, humanoid

Pre-Remaster content. May include legacy alignment.

AnvilWeaverLANDhag

Malevolent crones who lurk at the edges of civilization, hags use their deceptive, magical abilities to prey upon humanoids, manipulating and corrupting them. Some say hags arose from fey that became twisted by their inner selfishness. Hags gather together in covens for greater power, craft unique magical items known as Hag Eyes , and are known to replace infant humanoids with their own offspring-these children are Changelings who have the potential to become hags themselves.

Source: kingmaker-bestiary (Pre-Remaster)

Perception +15; darkvision
Languages aklo, chthonian, common, jotun
Skills acrobatics +15, athletics +17, deception +17, occultism +13, religion +17, stealth +15
Str
+6
Dex
+4
Con
+4
Int
+2
Wis
+4
Cha
+4
AC 25 Fort +15 Ref +15 Will +17 +1 status to all saves vs. magic
HP 92
Resistances physical (except bludgeoning) 5
Speed 40 feet

Offense

Melee Claw (agile, cold-iron, magical, unarmed) +17, Damage 2d8+8 slashing plus Grab

Abilities

Coven (mental, occult) — A Jaggedbriar hag adds Earthbind, Magic Passage, and Spellwrack to her 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.
+1 Status to All Saves vs. Magic
Bonds of Iron (attack, occult) — Once per day, a jaggerdbrier hag can cause a cage built of cold iron fingernails to spring out of nothingness at a range of up to 30 feet, attempting an Athletics check to Grapple against the target's Fortitude DC; if the target has a weakness to cold iron, the jaggerdbrier hag gains a +2 circumstance bonus to this check.

Unlike a normal Grapple, the jaggerdbrier hag doesn't need to be within reach and can move as she pleases, and a successful attempt lasts until the creature Escapes, causing the cage to crumble into rust.

Any creature can attempt to destroy the cage by attacking it. It has an AC of 19, Hardness 10, and 40 Hit Points.
Change Shape (concentrate, occult, polymorph) — The hag can take on the appearance of any Medium female humanoid. This doesn't change her Speed or her attack and damage bonuses with her Strikes but might change the damage type her Strikes deal (typically to bludgeoning).

The monster changes its shape indefinitely. It can use this action again to return to its natural shape or adopt a new shape. Unless otherwise noted, a monster cannot use Change Shape to appear as a specific individual. Using Change Shape counts as creating a disguise for the Impersonate use of Deception. The monster's transformation automatically defeats Perception DCs to determine whether the creature is a member of the ancestry or creature type into which it transformed, and it gains a +4 status bonus to its Deception DC to prevent others from seeing through its disguise. Change Shape abilities specify what shapes the monster can adopt. The monster doesn't gain any special abilities of the new shape, only its physical form. For example, in each shape, it replaces its normal Speeds and Strikes, and might potentially change its senses or size. Any changes are listed in its stat block.
Rend — Claw

A Rend entry lists a Strike the monster has.

Requirements The monster hit the same enemy with two consecutive Strikes of the listed type in the same round.

Effect The monster automatically deals that Strike's damage again to the enemy.
Grab
Occult Innate Spells DC 23, attack +15
6th Baleful Polymorph, Spellwrack
5th Illusory Scene, Passwall, Prying Eye
4th Clairvoyance, Talking Corpse
3rd Clairaudience, Dream Message, Earthbind
2nd Augury
1st Charm, Illusory Disguise

WORKS WELL WITH

FlankerLANDA Flanker maneuvers behind the Anvil's aggressive frontline to exploit distracted and immobilized targets.
MenderLANDA Mender sustains the Anvil through prolonged engagements where high damage output draws sustained retaliation.
SniperLANDA Sniper capitalizes on targets immobilized by Bonds of Iron and debuffed by occult spells from safety.

PUNISHES

✖ clumping✖ low Fortitude
Works well with · Punishes · Pairing advice Unlock with Tactics

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Stat block data sourced from the Foundry VTT PF2E system under the Apache License 2.0. Source book: Pathfinder Kingmaker.

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