Library / Bestiary

Winter Hag

CR 7.00 Monstrous Humanoid CE Medium HD 10
This woman has black, frostbitten skin, white hair, and a black ice staff decorated with bones and gems.

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)
Init
+1
Speed
30 ft.
Fort
+8
Ref
+8
Will
+8
BAB
+10
CMB
+13
CMD
24
Melee
+2 frost quarterstaff +15/+10 (1d6+6 plus 1d6 cold) or<p class="stat-block-2">2 claws +13 (1d4+3)</p>
DR
10/magic
SR
18
Racial Modifiers
+4 Stealth in snow
str
17
+3
dex
13
+1
con
16
+3
int
16
+3
wis
13
+1
cha
18
+4

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.

Universal Monster Rules

Breath Weapon Su from Universal Monster Rule
Some creatures can exhale a cone, line, or cloud of energy or other magical effects. A breath weapon attack usually deals damage and is often based on some type of energy. Breath weapons allow a Reflex save for half damage (DC 10 + 1/2 the breathing creature's racial HD + the breathing creature's Con modifier; the exact DC is given in the creature's descriptive text). A creature is immune to its own breath weapon unless otherwise noted. Some breath weapons allow a Fortitude save or a Will save instead of a Reflex save. Each breath weapon also includes notes on how often it can be used, even if this number is limited in times per day.

Special Abilities

Ice Staff from text
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 from text
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.

Feats, Traits & Items

Alertness from Feat

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.

Calculated: +2 Perception, +2 Sense Motive
Blind-Fight from Feat

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.

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.

You do not need to make Acrobatics skill checks to move at full speed while blinded.

Combat Casting from Feat

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.

Situational: to cast a spell or use a spell-like ability defensively or while grappled: +4 untyped concentration
Deceitful from Feat

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.

Calculated: +2 Bluff, +2 Disguise
Great Fortitude from Feat

You get a +2 bonus on all Fortitude saving throws.

Calculated: +2 Fort

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)

spell-like abilities:
Constant—Pass Without Trace (DC 15), Constant—See Invisibility, At will—Chill Metal (DC 16), At will—Detect Magic, At will—Fog Cloud, At will—Frostbite, At will—Whispering Wind, 3/day—Alter Self, 3/day—Charm Monster, 3/day—Invisibility (DC 16), 3/day—Major Image, 1/day—Cone Of Cold (DC 19), 1/day—Control Weather, 1/day—Wall Of Ice (DC 18), 1/day—Waves Of Fatigue
Details
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
Source

Bestiary 4

Attribution

Seeded catalog content, attributed to Paizo Inc. by catalog provenance — not an individual Open Game License attestation. Licensing for reproduced SRD content is covered by the site's Section 15 register.

Sources Used in This Record
20 House/Core
  • Uses feat: Alertness (Feat) — core content under OGL 1.0a
  • Uses feat: Blind-Fight (Feat) — core content under OGL 1.0a
  • Uses feat: Combat Casting (Feat) — core content under OGL 1.0a
  • Uses feat: Deceitful (Feat) — core content under OGL 1.0a
  • Uses feat: Great Fortitude (Feat) — core content under OGL 1.0a
  • Knows spell: Pass Without Trace (Spell) — core content under OGL 1.0a
  • Knows spell: See Invisibility (Spell) — core content under OGL 1.0a
  • Knows spell: Chill Metal (Spell) — core content under OGL 1.0a
  • Knows spell: Detect Magic (Spell) — core content under OGL 1.0a
  • Knows spell: Fog Cloud (Spell) — core content under OGL 1.0a
  • Knows spell: Frostbite (Spell) — core content under OGL 1.0a
  • Knows spell: Whispering Wind (Spell) — core content under OGL 1.0a
  • Knows spell: Alter Self (Spell) — core content under OGL 1.0a
  • Knows spell: Charm Monster (Spell) — core content under OGL 1.0a
  • Knows spell: Invisibility (Spell) — core content under OGL 1.0a
  • Knows spell: Major Image (Spell) — core content under OGL 1.0a
  • Knows spell: Cone Of Cold (Spell) — core content under OGL 1.0a
  • Knows spell: Control Weather (Spell) — core content under OGL 1.0a
  • Knows spell: Wall Of Ice (Spell) — core content under OGL 1.0a
  • Knows spell: Waves Of Fatigue (Spell) — core content under OGL 1.0a
View references and cross-links for Winter Hag

This entry is Open Game Content. TheCrazyGM is an open library and a Forge for building — and publishing — your own.

How publishing works Browse worlds
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.