KING
Green Hag

Green Hag

Fey · Crown of Deception

T3d8Major

Swamp crone sisters, green hags brew curses in covens, illusions hiding their warts.

Tier 3  ·  Role Major  ·  Pool Vigor 6 / Vitality 6  ·  AC 11  ·  ATK +4  ·  Save DC 15  ·  Dmg d8

AC118 base + 3 Sense
Vigor6Tier + Heart mod, regenerates
Vitality62 x Tier
Move30 ft
Initiatived8 + d6rerolled each round
Attack+4d20 + bonus vs AC, two or three a turn
Damaged8crit 2d8
Save DC15Tier 3 DC
Crit16+Cunning 18
StatScoreModDie
Body8-1-d3
Mind16+3d6
Sense16+3d6
Heart16+3d6
Cunning18+4d8
Fate16+3d6

Passives

Passive

Spellcasting (swamp-coven hexcraft)

Weaves the bog-witch magic of her coven: illusory guises that pass for any humanoid (Cunning check DC 15 to see through), mimicked voices, and rotting curses drawn up from the mire.

Maneuvers

Maneuver

Entangle

Roots and weed erupt from the wet ground in a 15 ft patch. Each creature there makes a Body save (DC 15) or is restrained until the start of the hag's next turn.

Maneuver

Cold Hand

She lays a withering curse on a creature within 30 ft. Heart save (DC 15): on a failure it takes 3 damage as grave-cold sinks into its flesh, on a success it takes 1 Vigor damage.

Reactions

Reaction

Coven Shield

When hit while a sister hag is within 30 ft, the damage passes to the willing sister instead.

Tactics

GM tactics

Lures victims with illusions and mimicry. Entangles the front rank in bog weed, then lays Cold Hand on whoever looks most dangerous. Keeps a sister within 30 ft so Coven Shield can carry the blows, and slips back behind a borrowed face to regroup.

Running it

Rules

  • Shield of Tier + Heart mod over a Vitality pool of 2 x Tier. Full Vigor at combat start; at the start of its turn it rolls 3 exploding d4s and regains 1 Vigor per 4. Dead at 0 Vigor and 0 Vitality.
  • A hit rolls d8. A crit rolls two: 2d8.
  • Crits on a natural 16+ (Cunning 18).
  • Two or three attacks in a normal turn: multiattack is the threat scaler, and one swing a round makes it a mook.
  • Checks morale at one-third Vitality: Heart save against the party leader's presence, or GM judgment.
  • NPCs never take wounds.