Green Hag

Green Hag
Level 9 (+5)
"You wandered a bit too far into my swamp, child. Why don’t you come back to my hovel…I mean home, so you can warm yourself up?"
——Renelda, a Green Hag
The Green Hag, also sometimes referred to as the Swamp Hag, appears as an ancient, possibly half-elven female, although it is difficult to tell behind her long mop of filthy, mossy green hair and swamp-soaked rags. This vile creature has turned her innate magic into manipulating the swamplands she prefers to inhabit, able to warp the terrain into a living weapon, or even fill a victim’s body with fetid swamp water for them to choke on. The Green Hag is the filthiest and cruelest of the hags, always preferring to ambush an enemy from the darkness before revealing herself, not wanting to give her victims a chance to defend themselves.
Awareness
20
Senses
Darkvision
Initiative
19/1d8
Max HP
127
Resilience: +3
Healing Value: 25
Morale
2
Defenses
AC
20/24
Touch
18
Fort
18
Reflex
19
Will
22
Resistances: Weapon (10, overcome by Cold Iron), MR (1d6+5)
Vulnerabilities:
Attributes / Saving Throws
STR
19 / 21
DEX
12 / 14
CON
12 / 14
INT
13 / 16
WIS
13 / 16
CHA
14 / 17
Saving Throw Modifiers:
Actions
Movement Modes
Shift 5ft / 3
Skirmish 30ft / 3
Swim 30ft / 3
At-Will
+12 vs AC (Crit 7%/6)
Claw
2d4+4 Piercing damage (ArN 3)
REC 4, Reach 5ft
2d4+4 Piercing damage
Grapple +10
Special Actions
Invisibility
Immediate Action
The Hag becomes invisible. If she attacks another creature, she immediately becomes visible. (Basic)
Green Hag Techniques
On each turn, roll 1d6 to determine the actions available to the Green Hag.

Any result, choose one of the following:
Basic Attack: Make a Melee Basic attack. (Basic)
Mud Ball [REC 6]P: The Hag lobs a ball of viscous mud at one creature within 50ft, +10 vs Reflex. On a hit, deal 5d6+2 Bludgeoning damage, and the target is Entangled [SE, ST 3d10 vs DEX]. (Basic, Pot 1d4+5, MR)
Fae Illusions [FT 1, REC 5]: The Hag can create minor illusions within 100ft. It has the option of creating illusory motes of light (similar to the Dancing Lights spell) or illusions of sound (similar to the Ghost Sounds spell), which it can use its Mimicry ability to duplicate perfectly. The illusions persist while the Hag maintains Concentration and for 1d4 rounds thereafter. (Basic, Pot 1d4+5, MR)

3 or more, choose one of the following:
Drowning Touch [FT 2, REC 4]: Targets one adjacent creature, +10 vs Touch. On a hit, the target suffers 5d8+2 Necrotic damage and is Suffocating [SE, ST 4d10 vs CON]. (Advanced, Pot 1d8+5, MR)
Lashing Vines [FT 4, REC 3]P: Target one creature within 100ft, +10 vs Reflex. On a hit, the target suffers 5d8+25 Slashing damage and the target is Restrained [SE, ST 4d10 vs STR]. (Advanced, Pot 1d8+5, MR)

5 or more, choose one of the following:
Shriek [FT 5, REC 6]: Target all creatures in 60ft cone, +10 vs Fortitude. On a hit, the target suffers 5d12+2 Sonic damage and is Deafened for 1d6 rounds. Deal half damage on a miss. (Advanced, Pot 1d8+5, MR)
Overland Movement
30 mi/day
Qualities
  • Mimicry: The Hag can mimic the sounds of any natural animal that lives near its lair.
  • Aquatic Creature: Gains a +5 Racial Bonus to Swim checks and can breathe underwater. (inc)
  • Fae Resistance: Damage Reduction(10) overcome by Cold Iron andMagic Resistance [1d6 + Fae Rank]. (inc)
  • Natural Armor: AC +2/+6 (inc)
Skills: Rank 3 Escape [+7], Rank 5 Stealth [+11], Rank 4 Swim [+15], Rank 4 Listen [+10], Rank 4 Spot [+10], Rank 2 Disguise [+6], Rank 2 Fishing [+5], Rank 4 Ritual Casting [+10], Rank 3 Survival [+7], Rank 2 Investigate [+6], Rank 2 Coercion [+6], Rank 5 Deception [+12], Rank 3 Manipulation [+8], Rank 3 Persuasion [+8], Rank 2 Bravery [+5], Rank 4 Intuition [+10], Rank 3 Suspicion [+8]
Feats: Improved Speed, Fast Initiative, Great Morale, Improved Will
Philosophies: Rank 3 Mental, Rank 2 Physical, Rank 5 Fae
Combat Training: Cast 4, Melee 3, Parry 3, Fort 1, Reflex 3, Will 4
Wits: {{{Wits}}}, Brawn: {{{Brawn}}}
Equipment: None
Social
Languages: Sylvan, Elven, Common
Composure: 18
Charm
+2
Coercion
+6
Deception
+12
Manipulation
+8
Persuasion
+8
Aloofness
+2
Bravery
+5
Intuition
+10
Tolerance
+2
Suspicion
+8
Prejudices:
    Motives: