Alisendra ArudoraCreature 10
Source Pathfinder Adventure Path: Bastion of Blasphemies
Perception +20 (bloodsense (imprecise) 90 feet, darkvision)
Languages Aklo, Chthonian, Common, Diabolic, Varisian
Skills Acrobatics +20, Athletics +21, Deception +21, Diplomacy +19, Occultism +19, Society +19
Str +4, Dex +5, Con +2, Int +2, Wis +3, Cha +5
AC 30; Fort +17; Reflex +22; Will +18;
HP 190
Speed 25 feet
Immunities bleed
Weaknesses Cold Iron 10
Resistances Fire 10
Jaws
+21 (+16, +11) to hit (unarmed) 2d12+11 PiercingClaw
+21 (+17, +13) to hit (agile, unarmed) 2d8+11 SlashingFirebolt
+19 (+15, +11) to hit (agile, fire, occult) 6d6 FireBloodsense (Imprecise) 90 feet
A blood hag can sense the presence of blood and creatures with blood. They can tell the difference between spilled blood and the blood within a living creature.
Borrowed SkinAlisandra's "borrowed skin" is her own skin from her previous life.
A blood hag wears a covering of skin stolen from a humanoid creature they've killed, hiding their true form. They appear as the creature whose skin they're wearing, including to spells that would detect that creature. Creatures can still potentially detect the deception as described in the Impersonate action.
Spreading coarse salt inside the skin prevents the hag from putting it back on, forcing them to keep their fiery form until they kill another humanoid and spend 1 hour turning it into a new disguise.
Coven (mental, occult)Although Alisendra is on her own, the ambient energies of the Bastardhall Curse bolster her as if she were a part of a coven. She adds Nightmare, Outcast's Curse, and Scrying to her innate spells.
Assume Fiery Form
(concentrate, fire, occult, polymorph)The blood hag removes their borrowed skin and transforms into a brilliant ball of fire. They become amorphous (allowing them to move through a gap at least 1 foot wide without Squeezing and move at full Speed while Squeezing), gain the fire trait and a fly Speed of 60 feet, become immune to fire, and emit light as a torch. They lose their melee Strikes and can't Drain Blood, but they deal 4d6 fire damage with a DC 29 reflex save to each creature that touches them, including a creature that hits them with an unarmed attack or a weapon attack from an adjacent space. If their skin is intact and they're adjacent to it, they can Interact to return to their normal form inside the skin.
The hag can choose to Assume Fiery Form as a single action, bursting through their skin in a blast of flames. Doing so destroys their borrowed skin and deals 9d6 fire damage to all creatures in a 20-foot emanation with a DC 26 reflex save.
Effect: Fiery Form
Drain Blood
(occult)Requirements A Grabbed, Paralyzed, Restrained, Unconscious, or willing creature is within the blood hag's reach
Effect The hag sinks their fangs into the creature to drink its blood. This requires a successful athletics check against the victim's Fortitude DC if the victim is grabbed and is automatic for any of the other conditions. The victim becomes Drained 1. The hag regains 15 healing Hit Points, gaining any excess HP as temporary Hit Points that last for 1 hour. Drinking blood from a creature that's already drained doesn't restore any Hit Points to the hag but increases the victim's drained value by 1, killing the victim when it reaches drained 5.
A victim's drained condition decreases by 1 per week. A blood transfusion, which requires a successful DC 20 medicine check and sufficient blood or a blood donor, reduces the drained condition by 1 after 10 minutes.
Grab
Requirements The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature Grabbed or Restrained
Effect If used after a Strike, the monster attempts to [/act grapple] the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty.
The monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn.
Occult Innate Spells (DC 26, +18 to hit)
1st Level: Charm, Sleep
4th Level: Nightmare, Outcast's Curse
6th Level: Scrying
Traits
A rules element with this trait is one-of-a-kind. The DC of Recall Knowledge checks related to creatures with this trait is increased by 10.
HagThese malevolent spellcasters form covens.
HumanoidHumanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.