Kryx RPGThemesMonsters
Annis Hag

Annis Hag

Large fey
Challenge
6

STR
5
DEX
1
CON
2
INT
1
WIS
2
CHA
2

75
10d10+20
19
Soak
2
Fort
+5
Ref
+4
Will
+2
Defense note natural armor
Damage resistances cold; bludgeoning, piercing, and slashing from attacks that aren’t cold iron

Speed 8 m.
Skills Deception +5 (16), Insight +2 (13), Perception +5 (16)
Senses darkvision 10 m.
Languages Common, Jotun, Sylvan

Hag Coven. When hags must work together, they form covens, in spite of their selfish natures. A coven is made up of hags of any type, all of whom are equals within the group. However, each of the hags continues to desire more personal power.

A coven consists of three hags so that any arguments between two hags can be settled by the third. If more than three hags ever come together, as might happen if two covens come into conflict, the result is usually chaos.

Hag Eye (Coven only). A hag coven can craft a magic item called a hag eye, which is made from a real eye coated in varnish and often fitted to a pendant or other wearable item. The hag eye is usually entrusted to a minion for safekeeping and transport. A hag in the coven can use an action to see what the hag eye sees if the hag eye is on the same plane of existence. A hag eye has 10 Defense, 1 health, and darkvision with a radius of 10 meters. If it is destroyed, each coven member takes 3d10 psychic damage and is blinded for 24 hours.

A hag coven can have only one hag eye at a time, and creating a new one requires all three members of the coven to perform a ritual. The ritual takes 1 hour, and the hags can’t perform it while blinded. During the ritual, if the hags use any action other than performing the ritual, they must start over.

Maneuvers. The annis hag uses maneuvers (maneuver save DC 16). It has 18 stamina dice which are d8s, a dice limit of 2, regains all expended stamina dice when it finishes a long rest, and regains half its total stamina dice when it finishes a short rest. It knows the following maneuvers:

1 stamina die: grapple, spring attack, tear flesh

2 stamina dice: tear tendon

Shared Spellcasting (Coven only). While all three members of a hag coven are within 5 meters of one another, they share 20 mana among themselves and can each cast the following spells:

1 mana: bane, dampen spell, detect magic, fear, lightning bolt, locate, ray of sickness, sleep

2 mana: bestow curse, terrifying visage, polymorph, stasis, commune with nature

3 mana: contact other plane, ancient curse

For casting these spells, each hag is a 12th-level spellcaster that uses Intelligence as her spellcasting ability. The spell save DC is 14 + the hag’s Intelligence, and the spell attack bonus is 5 + the hag’s Intelligence.

Hags bend their magic for a directed purpose, focusing on a theme. Choose the Blood, Death, Deceit, Divination, Fate, Fear, Life, Madness, Plants, Poison, or Shadow theme. The coven knows most of the spells from that theme in addition to the spells listed above.

Spellcasting. The annis hag’s spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It can cast the following spells:

2/rest each: disguise (self only; including the form of a Medium humanoid), fog cloud

Actions (3)

Bite (1/turn). Melee Weapon Attack: +8 to hit, reach 1 m. Hit: 15 (3d6 + 5) piercing damage.

Claw (2/turn). Melee Weapon Attack: +8 to hit, reach 1 m. Hit: 15 (3d6 + 5) slashing damage.

Crushing Hug (1/turn). Melee Weapon Attack: +8 to hit, reach 1 m. Hit: 22 (5d6 + 5) bludgeoning damage, and the target is grappled (escape DC 16) if it is a Large or smaller creature. Until the grapple ends, the target takes 36 (9d6 + 5) bludgeoning damage at the start of each of the hag’s turns. The hag can’t make attacks while grappling a creature in this way.

Hill, Mountainvgtm

Maneuvers

As an action, you can make a melee weapon attack and a Brawn check to grapple the creature.

Enhance

You can add the stamina die to the attack’s damage (add half if you miss by 4 or less) for each additional stamina die expended.

As an action, you can use the Dash action. If you move at least 4 meters straight toward a creature, you can make a melee weapon attack against it. Add the stamina die to the attack’s damage (add half if you miss by 4 or less).

Enhance

You can increase the damage for each additional stamina die expended.

1 minute/stamina die

As an action, you can make a melee weapon attack with a natural weapon that deals piercing or slashing damage in an attempt to cause jagged wounds that bleed. Add the stamina die to the attack’s damage (add half if you miss by 4 or less). On a hit, the creature is bleeding for the duration.

At the start of each of its turns while bleeding, the creature must succeed on a Fortitude saving throw or it loses health equal to the stamina die. On a success, the effect end.

If the creature regains health while bleeding, the bleeding ends.

This has no effect on any creature that cannot bleed or lose a vital liquid substance.

Enhance

You can increase the damage for each additional stamina die expended.

1 minute/stamina die

As an action, you can make a melee weapon attack with a natural weapon that deals piercing or slashing damage in an attempt to tear the creature’s tendon. Add one stamina die to the attack’s damage (add half if you miss by 4 or less). On a hit, the creature must succeed on a Fortitude saving throw or it is slowed 1 for the duration and while affected it loses health equal to one of the stamina dice for every meter it travels.

A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

This has no effect on any creature that cannot bleed or lose a vital liquid substance.

Enhance

You can increase the damage for each additional stamina die expended and the slowed level by 1 for every two additional stamina die expended.