Storm Hag
Creature 5 — air, electricity, hag, humanoid
SniperWeaverLANDAERIALhagairelectricity
Ruthless and temperamental, storm hags are the personification of a storm's rage. Outcasts by their own behavior, storm hags are often found on islands they've made into personal havens, controlling the local inhabitants through threats. Unlike most hags, many storm hags show signs of genuinely caring for their offspring, both those adopted and by birth. Any such children who possess morals aren't in for an easy life, however, as they're usually left trying and failing to deal with their mother'
Source: pathfinder-monster-core-2
Perception +12; darkvision; stormsight
Languages aklo, common, jotun, sussuran; Voice of the storm
Skills acrobatics +11, deception +11, intimidation +13, occultism +13, stealth +11, Weather Lore +13
Str
+4
Dex
+2
Con
+4
Int
+2
Wis
+3
Cha
+4
AC 21
Fort +15
Ref +9
Will +12
HP 90
Immunities electricity
Weaknesses cold-iron 5
Speed 25 feet, fly 40 feet (storm passage)
Offense
Melee Claw (agile, unarmed) +15, Damage 1d4+4 slashing plus 1d12 electricity
Ranged Cutting Gale (air) +13, range 60 feet, Damage 4d6 slashing
Abilities
Coven (mental, occult) — A storm hag adds Hydraulic Torrent, Lightning Storm, and Mariner's Curse 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.
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.
Stormsight — Wind, precipitation, and clouds don't impair a storm hag's vision; she ignores the Concealed condition from storms, mist, precipitation, and the like.
Voice of the Storm — A storm hag can send spoken messages or sounds on the wind to any spot that she has seen and the wind can reach within a 50-mile radius. She can send a quiet whisper or a loud scream, and decides whether it's clearly audible or barely heard above the wind. The message is delivered regardless of whether anyone is present to hear it. The hag can use this ability to Demoralize creatures that hear her message with dire threats or unnerving whispers of doom.
Change Shape (concentrate, occult, polymorph) — The storm 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.
Storm Passage — The storm hag ignores difficult terrain caused by wind, rain, and other stormy weather.
Stormcalling — A storm hag can perform a special Control Weather ritual, which requires no secondary casters, to change the weather within 5 miles of her location for 4d12 hours. The primary check is a DC 23 Occultism check, and she can't get an outcome worse than a failure.
The storm hag can create only hurricanes, thunderstorms, and tornadoes, but she can do so regardless of the current season. She can also quell natural weather events but never willingly does so.
The storm hag can create only hurricanes, thunderstorms, and tornadoes, but she can do so regardless of the current season. She can also quell natural weather events but never willingly does so.
Wind Mastery — A storm hag is unaffected by strong winds, natural or magical. Windy conditions are not difficult terrain for her.
Occult Innate Spells DC 22, attack +14
3rd Lightning Bolt, Wall of Wind
2nd Summon Elemental (air or water only)
1st Gust of Wind (At Will)
Occult Innate Spells DC 22, attack +14
6th Cursed Metamorphosis
5th Illusory Scene, Lightning Storm, Mariner's Curse, Scouting Eye
4th Clairvoyance, Hydraulic Torrent, Talking Corpse
3rd Clairaudience, Dream Message
2nd Augury
1st Charm, Illusory Disguise
WORKS WELL WITH
AnvilLAND / AERIALA frontline body screens this backline attacker so its ranged wind Strikes and coven spells keep landing uninterrupted.
SnareLAND / AERIALA controller that keeps foes grouped up gets more value from this creature's storm-based coven spells.
PUNISHES
✖ ranged reliance✖ weather reliance
Works well with · Punishes · Pairing advice
Unlock with Tactics
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