Coven Grave HagCreature 10
Source Pathfinder Society Scenario #4-11: Prisoners of the Electric Castle
Perception +20 (darkvision)
Languages Aklo, Common, Jotun, Necril
Skills Arcana +21, Athletics +21, Crafting +19, Deception +19, Medicine +20, Occultism +21, Society +19, Stealth +20
Str +6, Dex +3, Con +4, Int +6, Wis +3, Cha +4
AC 30; Fort +21; Reflex +18; Will +20; +1 status to all saves vs. magic
HP 175
Speed 25 feet
Immunities void
Weaknesses Cold Iron 10
Claw
+23 (+19, +15) to hit (agile, magical, unarmed) 2d8 + 12 SlashingCoven
A grave hag adds Harm, Mimic Undead, and the Call Spirit ritual to her coven's spells.
This monster can form a coven with two or more other creatures who also have the coven ability. This involves performing an 8-hour ceremony with all prospective coven members. After the coven is formed, each of its members gains elite adjustments, adjusting their levels accordingly. Coven members can sense other members' locations and conditions by spending a single action, which has the concentrate trait, and can sense what another coven member is sensing as a two-action activity, which has the concentrate trait as well.
Covens also grant spells and rituals to their members, but these can be cast only in cooperation between three coven members who are all within 30 feet of one another. A coven member can contribute to a coven spell with a single action that has the concentrate trait. If two coven members have contributed these actions within the last round, a third member can cast a coven spell on her turn by spending the normal spellcasting actions. A coven can cast its coven spells an unlimited number of times but can cast only one coven spell each round. All covens grant the 8th-rank Cursed Metamorphosis spell and all the following spells, which the coven can cast at any rank up to 5th: Augury, Charm, Clairaudience, Clairvoyance, Dream Message, Illusory Disguise, Illusory Scene, Scouting Eye, and Talking Corpse. Individual creatures with the coven ability also grant additional spells to any coven they join. A coven can also cast the Control Weather ritual, with a DC of 23 instead of the standard DC.
If a coven member's departure or death brings the coven below three members, the remaining members keep their elite adjustments for 24 hours, but without enough members to contribute the necessary actions, they can't cast coven spells.
+1 Status to All Saves vs. MagicSacrifice Ally
Trigger The grave hag is adjacent to an ally when the hag is targeted by an attack or an effect that requires a Reflex saving throw
Effect The triggering effect is redirected to target the ally.
Curse of the Grave
(curse, occult)The grave hag names a single creature within 30 feet; that creature must succeed at a DC 30 will save or be afflicted with a grave curse equal to the hag's level. The curse lasts until the hag chooses to end it or is slain, rather than by returning items. Regardless of the save result, the target is then temporarily immune to the hag's grave curse for 24 hours.
Effect You are hounded by undead creatures of the same level as the curse. Every night, you must attempt a DC 15 flat check. On a failure, an incorporeal undead manifests to hassle and harry you throughout the night, retreating before it can take much damage and often preventing you from gaining a full night's rest. Whenever you enter a graveyard or other area where bodies are buried, you must succeed at the same flat check or a body animates as a corporeal undead (typically a skeleton or zombie) to attack you.
These undead are temporary and exist only to harry you; if you take control of the undead, move on, or otherwise avoid their attacks, incorporeal undead discorporate and corporeal undead collapse into ordinary corpses. The curse can be removed by returning the stolen items to their resting place.
Grave Impressions
(incapacitation, occult)The hag targets a living creature within 30 feet and overwhelms it with feelings of entombment. The target attempts a DC 30 fortitude save and is then temporarily immune to the hag's Grave Impressions for 24 hours.
Critical Success The target is unaffected.
Success The target is Paralyzed for 1 round.
Failure The target is Unconscious.
Critical Failure The target is unconscious and can't awaken for 1 hour.
Grave's GripCreatures Grabbed or Restrained by the grave hag take a -1 circumstance penalty to saving throws against the grave hag's spells and abilities.
Undead MienA grave hag appears as an undead creature to magical effects.
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 31, +21 to hit)
1st Level: Animate Dead
2nd Level: Death Knell (At Will)
3rd Level: Bind Undead, Vampiric Touch
5th Level: Abyssal Plague, Cloudkill
1st Level: Charm, Harm, Illusory Disguise
2nd Level: Augury, Mimic Undead
3rd Level: Clairaudience, Dream Message
4th Level: Clairvoyance, Talking Corpse
5th Level: Illusory Scene, Prying Eye
6th Level: Baleful Polymorph
Rituals
Rot-skinned grave hags usually lair in cemeteries, mausoleums, and other burial sites; unlike most hags, they can't alter their appearance into a comely shape, so they hide from most observers. Grave hags consider such a predatory life hiding out in graveyards to be pitiful and squalid-they prefer to dwell in lands where necromancy is common and undeath isn't unusual. These grave hags become adept at necromantic magic and love posing as scholars. Schemers and plotters, they surround themselves with minions whom they send on missions to collect corpses for ghastly rituals.
Hags are surprisingly diverse, both in abilities and in their terrain.
Traits
Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.
HagThese malevolent spellcasters form covens.
HumanoidHumanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.