Moon Hag
Creature 10 (uncommon) — hag, humanoid
WeaverShadeLANDhagoccult
Moon hags are powerful soothsayers who use their foresight to sow chaos and misery. Unlike most hags, moon hags typically target the fearful and ambitious, but this is mainly due to such people being easier to manipulate—the fallout from a moon hag's manipulations can destroy families, trigger wars, and ruin nations. A moon hag's true form has chalk white skin, blackened lips, and glowing eyes. Hags are bizarre predators with uncertain origins, best known for targeting children and the young. To
Source: pathfinder-monster-core-2
Perception +22; darkvision
Languages aklo, common, jotun
Skills acrobatics +11, deception +19, intimidation +17, occultism +21, religion +22, stealth +11
Str
+7
Dex
+5
Con
+3
Int
+5
Wis
+6
Cha
+3
AC 28
Fort +17
Ref +19
Will +22
HP 190
Speed 25 feet
Offense
Melee Claw (agile, magical) +23, Damage 2d12+10 slashing
Abilities
Coven (mental, occult) — A moon hag adds Interplanar Teleport, Scrying, and Spirit Blast 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.
At-Will Spells — The monster can cast its at-will spells any number of times without using up spell slots.
Ferocity —
Moonlight's Kiss — A moon hag in an area illuminated by moonlight gains a +2 status bonus to AC and initiative rolls. In the light of a full moon, they're Quickened, and can use the extra action only to Stride or Strike. If the moon hag has a fly Speed, they can use the extra action to Fly as well.
Change Shape (concentrate, occult, polymorph) — The moon hag can take on the appearance of any Medium humanoid woman. This doesn't change their Speed or their attack and damage bonuses with their Strikes, but it might change the damage type their 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.
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.
Dreadful Prediction (curse, mental, occult) — Frequency once per round
Effect The moon hag howls a series of dreadful, apocalyptic predictions at a single creature within 30 feet, shattering its perceptions of reality. The target must attempt a DC 29 Will save and takes a –2 circumstance penalty to the save if it can see the moon. On a failure, the creature becomes Stupefied 2 (Stupefied 3 on a critical failure) until the curse is removed. Regardless of the outcome, the creature is then temporarily immune for 24 hours.
Effect The moon hag howls a series of dreadful, apocalyptic predictions at a single creature within 30 feet, shattering its perceptions of reality. The target must attempt a DC 29 Will save and takes a –2 circumstance penalty to the save if it can see the moon. On a failure, the creature becomes Stupefied 2 (Stupefied 3 on a critical failure) until the curse is removed. Regardless of the outcome, the creature is then temporarily immune for 24 hours.
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.
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.
Ride the Moonbeams (concentrate, manipulate, occult, teleportation) — Frequency once per round
Effect The moon hag teleports themself and any items they're wearing and holding to another space within 30 feet, or 60 feet if they're in moonlight. They then gain a 25-foot fly Speed until the end of their next turn. If the moon hag is in the air when the effect ends, they float to the ground, taking no falling damage.
Effect The moon hag teleports themself and any items they're wearing and holding to another space within 30 feet, or 60 feet if they're in moonlight. They then gain a 25-foot fly Speed until the end of their next turn. If the moon hag is in the air when the effect ends, they float to the ground, taking no falling damage.
Occult Innate Spells DC 29, attack +21
5th Truespeech
4th Confusion, Read Omens, Talking Corpse (×3)
1st Fear (At Will)
Occult Innate Spells DC 29, attack +21
7th Interplanar Teleport
6th Cursed Metamorphosis, Scrying, Spirit Blast
5th Illusory Scene, Scouting Eye
4th Clairvoyance, Talking Corpse
3rd Clairaudience, Dream Message
2nd Augury
1st Charm, Illusory Disguise
WORKS WELL WITH
AnvilLANDA durable front-liner occupies the party's strikers so the hag can teleport to backline targets each round without being run down.
FlankerLANDA skirmisher that punishes off-guard foes benefits when Dreadful Prediction's Will save leaves a target reeling and easier to close on.
SnareLANDA controller that restrains a target lets the hag land Rend follow-up strikes before the target can reposition.
PUNISHES
✖ exposed backline✖ low Will✖ predictable positioning
Skip a second dedicated debuff caster; stacking Will-save pressure on one target becomes redundant once the first save lands.
Works well with · Punishes · Pairing advice
Unlock with Tactics
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