Library / Bestiary

Blood Hag

CR 8.00 Monstrous Humanoid NE Medium
This woman would be pretty if it were not for her sharp teeth and nails, and her ghastly pale skin.

Blood hags, known to some as soucouyants, prefer to live near isolated human communities or on the edge of civilized lands. A blood hag takes the appearance of a young woman by day. At night, she assumes her true form, as her skin peels back and sloughs off to reveal the monstrosity beneath.

A hunting blood hag preys on unsuspecting neighbors during the night, sneaking into their homes and feeding off their blood or burning them alive. When a blood hag finds a particularly choice victim, she forgoes simply feeding on her, and instead abducts her, spiriting her away to the hag's hidden lair, where she'll be tortured and drained dry of blood over the course of days or weeks. Once the hag has properly prepared the victim's skin, she wears it. Bold and particularly clever blood hags attempt to masquerade as their victims for a time.

Blood hags of exceptional talent typically gain levels in the witch class.

A hag coven containing a blood hag loses access to the control weather and speak with dead spell-like abilities. Instead, the coven gains access to death ward, fire storm, and nightmare. When all three hags of the coven are within 10 feet of one another, the other hags gain the fire immunity and spell resistance of the blood hag. Blood hags absolutely loathe submitting to the authority of others, and rarely form covens with other blood hags or with any hags of power comparable to or greater than their own.

STR
18
DEX
22
CON
15
INT
14
WIS
17
CHA
19
HP
90 (12d10+24)
AC
23, touch 17, flat-footed 16 (+6 Dex, +1 dodge, +6 natural)
Speed
30 ft., fly 60 ft. (perfect; in fiery form only)
Init
+10
Melee
bite +18 (2d4+4), 2 claws +18 (1d6+4 plus grab)
BAB
+12
CMB
+18 (+22 grapple)
CMD
33
Fort
+6
Ref
+14
Will
+11
DR
5/cold iron and magic
SR
19

Weapons: Simple

blood drain (1d2 Con)

Detonate — A blood hag in fiery form can explode in a 30-foot-radius burst that deals 8d6 points of fire damage (Reflex DC 18 for half). Using this ability returns a blood hag to her normal form. The save DC is Constitution-based.

Fiery Form — : As a standard action, a blood hag who has removed her skin by using mask evil can assume the form of a flying ball of fire for up to 12 rounds. After leaving fiery form, a blood hag must wait 1d4 rounds before assuming it again. A blood hag in this form who enters the same space as another creature stops moving for that round and deals 3d6 points of fire damage (Reflex DC 20 negates) to that creature. A blood hag can suppress her heat and dim her light to that of an ember if she chooses, and can pass through openings and cracks as though in gaseous form. A blood hag in fiery form retains her AC and also has immunity to nonmagical attacks and effects. A successful targeted dispel magic spell or 20 points of cold damage returns her from her fiery form to her normal form. A blood hag can assume fiery form a number of times per day equal to her Charisma modifier (typically 4). The save DC is Charisma-based.

Mask Evil — During the day, a blood hag "wears her skin," giving her the appearance of a young woman. When so disguised, the blood hag can't use her bite, claws, or fiery form ability. At night, she bursts out of her skin and returns to her monstrous form. The hag regrows her skin each dawn. While a blood hag is wearing her skin, her alignment is masked as though by a constant undetectable alignment spell.

Agile Maneuvers from Feat

<p class="stat-block-1"> You add your Dexterity bonus to your base attack bonus and size bonus when determining your Combat Maneuver Bonus (see Combat) instead of your Strength bonus.</p>

Combat Reflexes from Feat

<p class="stat-block-1"> You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed.</p>

Dodge from Feat

<p class="stat-block-1"> You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.</p>

<p class="stat-block-1"> You get a +4 bonus on initiative checks.</p>

Mobility from Feat

<p class="stat-block-1"> You get a +4 dodge bonus to Armor Class against attacks of opportunity caused when you move out of or within a threatened area. A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses.</p><p class="stat-block-2">Dodge bonuses stack with each other, unlike most types of bonuses.</p>

Weapon Finesse from Feat

<p class="stat-block-1"> With a light weapon, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.</p>

Acrobatics +18, Bluff +16, Disguise +16, Fly +14, Intimidate +19, Perception +18, Stealth +21

spell-like abilities:
Constant—Detect Good, Constant—Detect Magic, At will—Inflict Moderate Wounds, At will—Scorching Ray, At will—Spider Climb, 3/day—Deep Slumber
Details
Type
Monstrous Humanoid
Alignment
NE
Size
Medium
Environment
any land
Organization
solitary or coven (3 hags of any kind)
Treasure
standard
Senses
darkvision 60 ft., detect good, detect magic; Perception +18
Languages
Abyssal, Common, Giant, Infernal
Source
Bestiary 4
Sources Used in This Record
12 House/Core
  • Uses feat: Agile Maneuvers (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Combat Reflexes (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Dodge (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Improved Initiative (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Mobility (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Weapon Finesse (Feat)
    House/Core — covered by the site's Section 15.
  • Knows spell: Detect Good (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Detect Magic (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Inflict Moderate Wounds (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Scorching Ray (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Spider Climb (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Deep Slumber (Spell)
    House/Core — covered by the site's Section 15.
OGL 1.0a Notice. Pathfinder-derived Open Game Content on this page is used under the Open Game License v1.0a and Section 15 notice.