Hag, Annis (CR 7/MR 3)

This repulsive, hunchbacked crone has skin the color of a fresh bruise. Despite her hunch, she looms taller than a human.

Mythic Annis Hag (CR 7/MR 3)
XP 3,200
Pathfinder Roleplaying Game Bestiary 3
CE Large monstrous humanoid (mythic)
Init +1; Senses darkvision 60 ft.; Perception +13

Defense

AC 23, touch 10, flat-footed 22 (+1 Dex, +13 natural, –1 size)
hp 96 (7d10+58)
Fort +8, Ref +6, Will +6
Defensive Abilities steelskinMA; DR 5/bludgeoning and epic; SR 20

Offense

Speed 40 ft.
Melee bite +14 (1d6+8), 2 claws +14 (1d6+8 plus grab)
Space 10 ft.; Reach 10 ft.
Special Attacks fearful strengthMA, grisly grapplerMA, irongripMA, mythic power (3/day, surge +1d6), rend (2 claws, 2d6+12)
Spell-Like Abilities (CL 7th; concentration +7) 3/day—alter self, fog cloud

Statistics

Str 27, Dex 12, Con 18, Int 13, Wis 13, Cha 10
Base Atk +7; CMB +16 (+20 grapple); CMD 27
Feats Alertness, Blind-FightMF, Great FortitudeMF, Intimidating Prowess
Skills Bluff +7, Diplomacy +7, Intimidate +18, Perception +13, Sense Motive +3, Stealth +7
Languages Common, Giant

Ecology

Environment cold marshes
Organization solitary or coven (1 mythic annis hag plus 2 hags of any kind)
Treasure standard

Special Abilities

Fearful Strength (Ex) The iron grip and bloodthirsty ferocity of a mythic annis hag belie her lanky build. Whenever a mythic annis hag confirms a critical hit with a natural weapon or successfully grapples or rends a target, she can make an Intimidate check to demoralize that creature as a swift action. If she expends one use of her mythic power, she can demoralize the target as a free action and if the Intimidate check succeeds the target is frightened instead of shaken.

Grisly Grappler (Ex) When a mythic annis hag succeeds on a combat maneuver check to grapple a target, she can deal her rend damage to that creature as a swift action even if she hits with only one claw. In addition, if she bites a target she has grappled she gains a +4 bonus on her attack roll and deals 1d6 points of bleed damage on a successful hit, or 1d3 points of Constitution bleed on a critical hit.

Irongrip (Ex) When a mythic annis hag successfully grapples a creature, she can maintain her grapple in subsequent rounds as a move action. Alternatively, she may spend one use of her mythic power to maintain a grapple as a swift action; if this check succeeds, she gains a +4 bonus on attack rolls or combat maneuver checks she makes against her grappled target until the end of her turn.

Steelskin (Ex) The skin of a mythic annis hag is as hard as enchanted steel, and blades that strike her become notched and dull. Any weapon striking her takes 3d6 points of damage, reduced by the hardness of the weapon. Weapons that take damage in excess of their hardness gain the broken quality. The penalties for the broken condition are applied before resolving the attack against the hag; if the attack roll penalty from the broken condition would cause the attack to miss her AC, the attack deals no damage. A weapon that is destroyed by this damage likewise deals no damage. Piercing or slashing weapons lose 1 point of hardness each time they hit the hag (DC 17 Fortitude negates). Lost hardness can be repaired by make whole, but mending has no effect. The save DC is Constitution-based.

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