Pit Hag
Wiry, wicked females look like little more than burned blistered skin pulled over bones. Tiny horns jut from their forehead and they have razor sharp talons springing from their long fingered hands.
Pit Hag (CR 13)
Medium Monstrous Humanoid (Chaotic, Evil, Extraplanar)Alignment: Chaotic Evil
Initiative: +9
Senses: Darkvision 60 feet; Perception +27
Aura: aura of affliction (30 feet)
Speed: 40 feet
Space: 5 feet
Defense
Armor Class: 28, touch 16, flat-footed 22 (+5 Dex, +1 dodge, +12 natural)Hit Points: 171 (18d10+72)
Saving Throws: Fort +12, Ref +16, Will +17
Damage Reduction: 10/cold iron
Immunity: fire, poison
Spell Resistance: 24
Offense
Melee: pitchfork +23 (2d6+7) or 2 claws +23 (1d8+5)Reach: 5 feet
Special Attacks: Rend (2 claws, 1d8+5)
Spells Known (CL 11th):
- 5th (4/day) - Cone of Cold (DC 20), Waves of Fatigue
- 4th (7/day) - Bestow Curse (DC 19), Crushing Despair (DC 18), Enervation
- 3rd (7/day) - Fireball (DC 18), Lightning Bolt (DC 18), Ray of Exhaustion (DC 18), Vampiric Touch
- 2nd (7/day) - Blur, Command Undead (DC 17), Acid Arrow, Scorching Ray, Web (DC 16)
- 1st (7/day) - Burning Hands (DC 16), Charm Person (DC 15), Grease (DC 15), Magic Missile, Ray Of Enfeeblement
- 0 (at will) - Acid Splash, Daze (DC 14), Detect Magic, Flare (DC 15), Ghost Sound (DC 14), Light, Mage Hand, Ray of Frost, Read Magic
Statistics
Str | Dex | Con | Int | Wis | Cha |
---|---|---|---|---|---|
20 (+5) | 20 (+5) | 19 (+4) | 16 (+3) | 18 (+4) | 19 (+4) |
CMB +23
CMD 38
Feats: Alertness, Dodge, Combat Casting, Great Fortitude, Improved Initiative, Iron Will, Quicken Spell, Spell Focus (evocation), Spell Focus (necromancy)
Skills: Bluff +20, Diplomacy +12, Intimidate +25, Knowledge (arcana) +19, Knowledge (planes) +19, Perception +30, Spellcraft +21, Stealth +26
Languages: Celestial, Common, Infernal
Special Abilities
Aura of Affliction (Su)
Three times per day for up to 1 round per Hit Dice the pit hag possesses, she can emit an aura in a 30-foot radius as a free action. Creatures within or coming within the area must succeed on a DC 23 Fortitude save or contract devil chills. Devil Chills: Aura-affliction; save Fort DC 23; onset immediate; frequency 1/day; effect 1d4 Str damage; cure 3 consecutive saves. The save DC is Constitution-based.Spells
A pit hag casts arcane spells as an 11th-level sorcerer. It favors evocation and necromancy spells.Ecology
Environment: Any, BaatorOrganization: solitary or covey (1 pit hag plus 2-4 erinyeses)
Treasure: standard
One of the cruelest members of the hag race, pit hags bear great pitchforks with which they comb through the embers and bone piles of the deepest pits of Hell looking for the most forlorn souls to torment. They are known to gather armies of lesser souls into brigades with which to carve out their own fiefdoms in the lower planes. A few powerful pit hags serve as concubines and wives of pit fiends (even in Hell there is torment for its devilish masters), ruling their palaces in their stead during the pit fiend's lengthy campaigns.
A pit hag appears as a 6-foot tall female humanoid with crimson red skin, small upward pointing horns of golden-red and eyes the color of the fires of Hell itself. Its hands and feet end in wickedly sharp curved claws and its mouth is filled with razor-sharp fangs that they constantly lick with their forked black tongues. A pit hag has a small barbed tail (useless in combat).
Pit hags attack with their spells before closing in with pitchforks and claws. Their melee abilities are prodigious. They prefer to attack a single foe at a time, choosing clerics and paladins over other enemies. Given the chance, a pit hag uses her aura of affliction ability to disease as many of her opponents as she can at once before unleashing a barrage of spells on her hapless opponents.
Copyright Notice Author Scott Greene.
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