KING
Marsh Hag

Marsh Hag

Fey

T2d6Sovereign

A solitary crone who rules a stretch of black bog from a hut on chicken-thin stilts. She lures the lost with illusions of kin and comfort, then boils what remains in her cauldron.

Tier 2  ·  Role Sovereign  ·  Pool Vigor 4 / Vitality 18  ·  AC 11  ·  ATK +3  ·  Save DC 13  ·  Dmg d6

AC119 base + 2 Sense
Vigor4Tier + Heart mod, regenerates
Vitality1810 + 4 x Tier
Move30 ft
Initiatived8 + d6rerolled each round
Attack+3d20 + bonus vs AC, two or three a turn
Damaged6crit 2d6
Save DC13Tier 2 DC
Crit16+Cunning 18
Sovereign2actions a round, after another turn ends
Disruptd6on any Vitality loss
StatScoreModDie
Body8-1-d3
Mind16+3d6
Sense14+2d4
Heart14+2d4
Cunning18+4d8
Fate12+1d3

Passives

Passive

Ever-Boiling Pot

Regains 1 Vigor whenever a creature's remains, or a sacrificed animal, go into her cauldron. The bog around her hut is thick with old bones.

Maneuvers

Maneuver

Withering Hex

Curses a creature within 30 ft with a rasped word. Sense save (DC 13) or it takes 2 damage and its next attack roll is made at disadvantage as its joints seize.

Declarations

Declared in the enemy tactical window and resolved at the start of its next turn. Any Vitality it loses first forces the disruption roll: on a 1 the telegraph is lost.

Declaration

Cauldron's Summons

Telegraph · disrupt d6 · Mind save

Sings a luring verse in the voice of the target's kin. One creature within 60 ft that can hear her makes a Mind save (DC 13) or is compelled to walk toward her cauldron, taking no other actions, until it takes damage or reaches her.

Reactions

Reaction

Swamp-Glamour

When targeted by an attack, she may shed her illusion of a comely maiden and vanish into the mire, becoming invisible until the start of her next turn.

Tactics

GM tactics

Wears her glamour and calls out in a lost loved one's voice to draw victims to the cauldron. Curses the boldest threat, then vanishes into the bog when pressed, striking again from ambush.

Running it

Rules

  • Shield of Tier + Heart mod over a Vitality pool of 10 + 4 x Tier. Full Vigor at combat start; at the start of its turn it rolls 2 exploding d4s and regains 1 Vigor per 4. Dead at 0 Vigor and 0 Vitality.
  • A hit rolls d6. A crit rolls two: 2d6.
  • 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.
  • Sovereign: 2 Sovereign Actions a round, spent after other combatants' turns, on top of its attacks.
  • Any Vitality lost while a telegraph is pending forces its disruption roll; on a 1 the telegraph is lost.
  • Never checks morale: it fights to 0 Vitality or to the exit written into its lowest phase.
  • NPCs never take wounds.