Tulvak
Creature 11 (unique) — hag, humanoid
Pre-Remaster content. May include legacy alignment.
ShadeAnvilLANDAQUATIChag
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 +22; darkvision
Languages aklo, common, jotun; tongues
Skills acrobatics +20, athletics +22, deception +24, nature +22, occultism +20, stealth +24
Str
+7
Dex
+5
Con
+5
Int
+3
Wis
+5
Cha
+5
Items Grisly Scythe
AC 31
Fort +22
Ref +20
Will +22
+1 status to all saves vs. magic
HP 220
Weaknesses cold-iron 10
Speed 25 feet, swim 25 feet
Offense
Melee Claw (agile, magical, unarmed) +24, Damage 2d6+13 slashing plus Enfeebling Humors
Melee Scythe (deadly-d10, magical, trip) +25, Damage 2d10+13 slashing plus 1d6 bleed
Abilities
Coven (mental, occult) — A green hag adds Entangling Flora, Outcast's Curse, and Wall of Thorns 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.
Constant Spells — A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires.
+1 Status to All Saves vs. Magic —
Sound Imitation — A green hag who succeeds at a Deception check to Lie can mimic the sounds of any animal found near her lair. She has a +4 circumstance bonus to this check.
Betraying Touch — The green hag touches a creature that doesn't realize the hag is an enemy. The betrayed creature is affected by the hag's enfeebling humors and takes a -4 circumstance penalty to their saving throw against that effect.
Change Shape (concentrate, occult, polymorph) — The green hag can take on the appearance of any Medium humanoid woman. 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.
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.
Enfeebling Humors (occult) — A creature damaged by a hag's claw must succeed at a DC 30 Fortitude save or be Enfeebled 1 for 1 day. On a critical failure, or if it gets hit again and fails its save a second time, it's Enfeebled 2 for 1 day.
Exhale Miasma (occult) — The green hag exhales a miasma of green vapors. Each living creature in a 15-foot cone is affected by her enfeebling humors (attemping a save as normal).
She can't use Exhale Miasma again for 1d4 rounds.
She can't use Exhale Miasma again for 1d4 rounds.
Unsettling Revelation (emotion, fear, mental, visual) — Frequency once per hour
Trigger Tulvak uses Change Shape to assume her natural shape
Effect Tulvak's transformation into her true form is particularly revolting and can sicken those who aren't prepared for it. All creatures within 30 feet of Tulvak when she takes this reaction must attempt a DC 30 Will save or become Sickened 1 (Sickened 2 on a critical failure).
Trigger Tulvak uses Change Shape to assume her natural shape
Effect Tulvak's transformation into her true form is particularly revolting and can sicken those who aren't prepared for it. All creatures within 30 feet of Tulvak when she takes this reaction must attempt a DC 30 Will save or become Sickened 1 (Sickened 2 on a critical failure).
Occult Innate Spells DC 30, attack +22
6th Dominate
5th Illusory Scene, Sending, Tongues (Constant)
2nd Invisibility, Invisibility (At Will), Tree Shape (At Will), Water Breathing (Constant)
1st Item Facade, Pass Without Trace (Constant)
Cantrips (6th) Acid Splash, Dancing Lights, Ghost Sound, Message
Occult Innate Spells DC 30, attack +22
6th Baleful Polymorph
5th Illusory Scene, Prying Eye
4th Clairvoyance, Outcast's Curse, Talking Corpse
3rd Clairaudience, Dream Message, Wall of Thorns
2nd Augury, Entangle
1st Charm, Illusory Disguise
WORKS WELL WITH
CrasherLAND / AQUATICWrecks formation so Exhale Miasma catches clustered enemies for mass enfeeblement.
WeaverLAND / AQUATICGathers enemies into the cone angle for maximum enfeeblement coverage from Enfeebling Humors.
MenderLAND / AQUATICSustains her frontline position so enfeebling humors stack across consecutive rounds of melee.
PUNISHES
✖ low Fortitude✖ clumping✖ melee reliance
Works well with · Punishes · Pairing advice
Unlock with Tactics
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