Winter Hag
Winter hags are sadistic crones who haunt winter-blasted plains and rime-covered forests. They're exceptionally arrogant, and often use their magic to subjugate entire tribes of evil humanoids so they can rule over them as queens. These arrangements rarely last more than a few seasons, because no creature is truly safe from a winter hag's irrepressible appetite for warm, raw flesh. An ambitious winter hag might extort a village by causing constant snowfall until they give her children to eat or adults to become her slaves.
A typical winter hag stands between 5 and 6 feet tall and weighs 100 pounds.
When a winter hag joins a coven, the coven adds sculpt simulacrum and simulacrum to its spell-like abilities, and any member within 1 mile of the winter hag gains icewalking and snow vision.
- HP
- 85 (10d10+30)
- AC
- 20, touch 11, flat-footed 19 (+1 Dex, +9 natural)
- Speed
- 30 ft.
- Init
- +1
- Melee
- +2 frost quarterstaff +15/+10 (1d6+6 plus 1d6 cold) or<p class="stat-block-2">2 claws +13 (1d4+3)</p>
- BAB
- +10
- CMB
- +13
- CMD
- 24
- Fort
- +8
- Ref
- +8
- Will
- +8
- DR
- 10/magic
- SR
- 18
- Racial Modifiers
- +4 Stealth in snow
Weapons: Simple
Breath Weapon — A creature that successfully saves against the hag's breath weapon takes half damage and is not blinded.
Ice Staff — Once per week, a winter hag can perform an hour-long ritual to create a staff made of black ice that is as hard as steel and functions as a +2 frost quarterstaff. A winter hag holding her ice staff can use cone of cold once per day as a spell-like ability. The staff melts after 1 week.
Icewalking — This ability works like the spider climb spell, but the surfaces the hag climbs must be icy. The hag can move across icy surfaces without penalty and doesn't need to make Acrobatics checks to run or charge on ice.
<p class="stat-block-1"> You get a +2 bonus on Perception and Sense Motive skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.</p>
<p class="stat-block-1"> In melee, every time you miss because of concealment (see Combat), you can reroll your miss chance percentile roll one time to see if you actually hit.</p><p class="stat-block-2">An invisible attacker gets no advantages related to hitting you in melee. That is, you don't lose your Dexterity bonus to Armor Class, and the attacker doesn't get the usual +2 bonus for being invisible. The invisible attacker's bonuses do still apply for ranged attacks, however.</p><p class="stat-block-2">You do not need to make Acrobatics skill checks to move at full speed while blinded.</p>
<p class="stat-block-1"> You get a +4 bonus on concentration checks made to cast a spell or use a spell-like ability when casting on the defensive or while grappled.</p>
<p class="stat-block-1"> You get a +2 bonus on all Bluff and Disguise skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.</p>
<p class="stat-block-1"> You get a +2 bonus on all Fortitude saving throws.</p>
Bluff +18, Craft (alchemy) +11, Diplomacy +9, Disguise +11, Intimidate +17, Knowledge (arcana) +8, Perception +18, Ride +9, Sense Motive +8, Spellcraft +8, Stealth +9 (+13 in snow)
- Type
- Monstrous Humanoid
- Alignment
- CE
- Size
- Medium
- Environment
- cold forests or plains
- Organization
- solitary, patrol (1 plus 1 winter wolf), or coven (3 hags of any type)
- Treasure
- standard
- Senses
- darkvision 60 ft., see invisibility, snow vision; Perception +18
- Languages
- Aklo, Common, Giant
- Source
- Bestiary 4
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Uses feat: Alertness (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Blind-Fight (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Combat Casting (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Deceitful (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Great Fortitude (Feat)House/Core — covered by the site's Section 15.
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Knows spell: Pass Without Trace (Spell)House/Core — covered by the site's Section 15.
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Knows spell: See Invisibility (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Chill Metal (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Detect Magic (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Fog Cloud (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Frostbite (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Whispering Wind (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Alter Self (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Charm Monster (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Invisibility (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Major Image (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Cone Of Cold (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Control Weather (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Wall Of Ice (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Waves Of Fatigue (Spell)House/Core — covered by the site's Section 15.
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