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The Knurly Witch

Creature 20 (unique) — hag, humanoid

Pre-Remaster content. May include legacy alignment.

WeaverCrasherLANDhag

Annis hags are brutal torturers and murderers, delighting in the musical screams and tasty flesh of young creatures and those who are pure of heart. Annis hags are the most direct of all hags, engaging in physical combat and using their change shape ability to hunt rather than to infiltrate and betray humanoids. But an Annis hag takes a grisly trophy from each kill and uses it to sow discord, sending the trophy to one of her victim's loved ones in a way that implicates another family member in t

Source: kingmaker-bestiary (Pre-Remaster)

Perception +38; darkvision
Languages aklo, common, fey, jotun
Skills acrobatics +35, athletics +34, deception +37, intimidation +34, nature +36, occultism +35, religion +38
Str
+6
Dex
+4
Con
+4
Int
+1
Wis
+4
Cha
+3
Items Religious Symbol of Gyronna, Wand of Slaying (7th-Rank Spell)
AC 45 Fort +32 Ref +35 Will +38 +1 status to all saves vs. magic, resolve
HP 324
Resistances physical (except bludgeoning) 20
Speed 40 feet

Offense

Melee Claw (agile, cold-iron, magical, reach-10, unarmed) +37, Damage 4d10 + 14 slashing plus Grab

Abilities

+1 Status to All Saves vs. Magic
Resolve — When the Knurly Witch rolls a success at a Will save, she gets a critical success instead.
Bonds of Iron (attack, occult) — Once per day, an annis 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 annis hag gains a +2 circumstance bonus to this check.

Unlike a normal Grapple, the annis 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 40, Hardness 20, and 80 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.
Word of Recall — The Knurly Witch has used Gathering Call to bind herself to the House at the Edge of Time (area K16).
Grab
Divine Prepared Spells DC 44, attack +38
9th Massacre, Telepathic Demand
7th Divine Decree, Regenerate
6th Blade Barrier, Feeblemind
5th Flame Strike, Sending, Tongues
4th Air Walk, Discern Lies, Divine Wrath, Outcast's Curse
3rd Blindness, Zone of Truth
2nd Death Knell, Dispel Magic, Ghoulish Cravings, Paranoia, See Invisibility
1st Command (×2), Fear, Harm (×7), Heal (×2), Ray of Enfeeblement, Sanctuary, Summon Plant or Fungus
Cantrips (10th) Chill Touch, Daze, Divine Lance, Read Aura, Shield
Divine Focus Spells DC 44, attack +38; 2 Focus Points
4th Retributive Pain
1st Savor the Sting

WORKS WELL WITH

CrasherLANDThe crasher destroys Bonds of Iron-immobilized targets with consistent frontline damage while the witch maintains control from mid-range.
ShadeLANDThe shade delivers damage against restrained or distracted targets while the witch's physical resistance and Resolve hold the enemy's focus.
SniperLANDA sniper lands clean shots from range while the witch's Bond control keeps enemies from closing to threaten the back line.

PUNISHES

✖ mobility reliance✖ standing still✖ piercing/slashing reliance✖ Will-targeting reliance
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.

This stat block is Open Game Content, used under the Open Game License 1.0a (full license text) and not under the ORC License. The Section 15 copyright notice required by that license is reproduced in full on our licenses page.

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