Hags are evil crones who prey on humanoids for vicious and vile purposes. All hags despise beauty, virtue, and purity. They seek to corrupt, despoil, and torment humanoid societies on Golarion.
COMMON ABILITIES
All hags have the Ugly (Minor) hindrance.
Coven: Hags sometimes form a coven, to pool their talents and gain shared magical abilities. Any three crones of any type can form a coven. When the hags are within 2” (4 yards) of each other, they gain the Coven Benefits listed below.
The coven gains Arcane Background (Magic), Arcane Mastery, and access to the following powers, using Spellcasting d8: Arcane protection, baleful polymorph, curse, dispel, divination, elemental manipulation, mind wipe, puppet, resurrection, scrying, zombie. Power Points: 20
Also known as black hags or iron hags, annis hags are the largest of their foul brood. Known for their iron-hard, wartcovered skin and their claws like rusty blades, annis hags revel in visceral evils of torture and slaughter.
Annis hags dwell in dark caves, tangled hollows, and cursed ruins deep within frozen swamps or icy moors. They stalk forth by night to sow fear and hunt the unwary, using their disguise to lure victims into a false sense of security before attacking. They often pose as travelers in need of aid or pilgrims seeking to share a camp.
Type: Evil Monstrous Humanoid (Annis Hag)
Attributes: Agility d6, Smarts d6, Spirit d8, Strength d12+1, Vigor d10
Skills: Athletics d6, Common Knowledge d8, Fighting d8, Notice d8, Persuasion d6, Stealth d6 Pace: 7; Parry: 6; Toughness: 12 (4)
Hindrances: Ugly (Minor)
Edges: Alertness
Special Abilities:
Armor +4: Cursed skin.
Bite/Claws: Str+d6, AP 2.
Coven: Hags sometimes form a coven, to pool their talents and gain shared magical abilities. Any three crones of any type can form a coven. When the hags are within 2” (4 yards) of each other, they gain the Coven Benefits listed below.
The coven gains Arcane Background (Magic), Arcane Mastery, and access to the following powers, using Spellcasting d8: Arcane protection, baleful polymorph, curse, dispel, divination, elemental manipulation, mind wipe, puppet, resurrection, scrying, zombie. Power Points: 20
Darkvision: Annis hags ignore penalties for Illumination up to 10”.
Innate Powers: Major disguise (self).
Size 1: Annis hags stand 8 feet tall and weigh around 300 lbs.
Languages: Common, Giant.
Knots of dark, moldering hair spill over the features of this sickly, thin, green-skinned crone. A typical green hag stands between 5 and 6 feet tall and weighs roughly 150 pounds.
Green hags haunt foul swamps and dark, tangled forests. They delight in murdering innocents, unhinging noble minds, and debasing the pure of heart. These crones are particularly fond of using disguise to assume the forms of alluring young maidens and then seducing young men away from their lovers or families. Sometimes they do this merely for spite, other times they have malevolent plans to infect and ruin entire settlements.
Type: Evil Monstrous Humanoid (Green Hag)
Attributes: Agility d6, Smarts d8, Spirit d8, Strength d12, Vigor d6
Skills: Athletics d6, Common Knowledge d6, Fighting d8, Notice d8, Occult d8, Persuasion d8, Stealth d8
Pace: 6; Parry: 6; Toughness: 9 (4)
Hindrances: Ugly (Minor)
Edges: Alertness
Special Abilities:
Aquatic: Pace 6. Athletics (swimming) +2.
Armor +4: Cursed skin.
Claws: Str+d4.
Coven: Hags sometimes form a coven, to pool their talents and gain shared magical abilities. Any three crones of any type can form a coven. When the hags are within 2” (4 yards) of each other, they gain the Coven Benefits listed below.
The coven gains Arcane Background (Magic), Arcane Mastery, and access to the following powers, using Spellcasting d8: Arcane protection, baleful polymorph, curse, dispel, divination, elemental manipulation, mind wipe, puppet, resurrection, scrying, zombie. Power Points: 20
Darkvision: Green hags ignore penalties for Illumination up to 10”.
Energy Drain: Anyone hit by a green hag's claws, suffers Energy Drain (Strength). A Vigor roll (at -2 with a raise on the attack) resists this effect.
Innate Powers: Major disguise (self), major environmental protection (water, self), major invisibility (self), minor light, minor speak language (self), minor sound.
Wilderness Stride: Green hags pass through terrain such as dense forest, rocky hills, or desert sands with ease. They ignore penalties for Difficult Ground.
Languages: Aklo, Common, Giant.
Grisly fetishes and the rags of once fine clothes hang off the cadaverous frame of these horrifying, sharp-fanged crones. Their size varies, ranging from 5 to 7 feet tall and 150 to 300 pounds.
Night hags are foul murderesses and greedy soul brokers who prey upon mortals while they’re most vulnerable. They haunt the dreams of their victims night after night, eventually trapping their poor, tormented souls within dark gems—which they sell in the infernal markets of the outer planes.
Type: Evil Outsider (Night Hag)
Attributes: Agility d12, Smarts d10, Spirit d8, Strength d12, Vigor d12
Skills: Athletics d6, Common Knowledge d4, Fighting d8, Intimidation d8, Notice d10, Occult d8, Persuasion d10, Spellcasting d8, Stealth d6
Pace: 6; Parry: 6; Toughness: 14 (6)
Hindrances: Ugly (Minor)
Edges: Alertness, Arcane Background (Magic)
Powers: Bolt, lower Trait. Power Points: 10.
Special Abilities:
Armor +6: Cursed skin.
Bite/Claws: Str+d4.
Coven: Hags sometimes form a coven, to pool their talents and gain shared magical abilities. Any three crones of any type can form a coven. When the hags are within 2” (4 yards) of each other, they gain the Coven Benefits listed below.
The coven gains Arcane Background (Magic), Arcane Mastery, and access to the following powers, using Spellcasting d8: Arcane protection, baleful polymorph, curse, dispel, divination, elemental manipulation, mind wipe, puppet, resurrection, scrying, zombie. Power Points: 20
Darkvision: Night hags ignore penalties for Illumination up to 10”.
Dream Haunting: Once per night, a night hag can enter the dream of any sentient target, causing intense nightmares. The victim must make a Spirit roll at -4 or suffer Fatigue. The Fatigue can't be removed until the victim gets a full night sleep without suffering nightmares.
Environment Resistance: Cold iron, magical damage.
Immunity: Cold, Fear, fire, puppet, slumber.
Infection: Anyone Wounded by a night hag’s bite must make a Vigor roll (at -2 with a raise on the attack) or contract demon fever. This is a Lethal disease, requiring a Vigor roll each day to prevent taking a Wound.
Innate Powers: Major detect arcana (self, all Modifiers), major disguise (self), minor intangibility, major invisibility (self), major slumber, major shape change (self, humanoid only).
Soul Bind: After spending one minute to conduct a ritual, the night hag can imprison a newly dead soul in a black sapphire gem. The soul can’t be resurrected or otherwise restored to life while in the gem (even wish has no effect). When destroyed, the soul is released, but still dead.
Weakness (Heartstone): A night hag carries a gemstone that fuels some of her magical energies. If it is destroyed or stolen she cannot use her Soul Bind or intangibility ability. It's worth 1,800 gp.
Languages: Abyssal, Celestial, Common, Infernal.
Hair like rotting seaweed drapes this ancient witch. Loose, algae-colored skin sags off her half-starved 6 foot tall frame. Despite her emaciated appearance, a sea hag weighs about 150 pounds.
These wicked hags possess terrifying features that few dare look upon. Reveling in discord, the foul crones drag sailors to watery graves and torment the peoples of the oceans with deceitful promises. Sea hags prefer to dwell relatively close to shore where they can prey upon fishermen and crew of trading vessels.
Type: Evil Monstrous Humanoid (Sea Hag)
Attributes: Agility d8, Smarts d6, Spirit d8, Strength d12, Vigor d10
Skills: Athletics d6, Common Knowledge d4, Fighting d6, Notice d8, Occult d6, Persuasion d6, Stealth d8
Pace: 6; Parry: 5; Toughness: 9 (2)
Hindrances: Ugly (Minor)
Edges: —
Special Abilities:
Aquatic: Pace 8. Sea hags get +2 to all Stealth rolls underwater.
Armor +2: Cursed skin.
Claws: Str+d4.
Coven: Hags sometimes form a coven, to pool their talents and gain shared magical abilities. Any three crones of any type can form a coven. When the hags are within 2” (4 yards) of each other, they gain the Coven Benefits listed below.
The coven gains Arcane Background (Magic), Arcane Mastery, and access to the following powers, using Spellcasting d8: Arcane protection, baleful polymorph, curse, dispel, divination, elemental manipulation, mind wipe, puppet, resurrection, scrying, zombie. Power Points: 20
Darkvision: Sea hags ignore penalties for Illumination up to 10”.
Evil Eye: As a limited action, the crone can stare down her opponent, causing distress and uncertainty. If the hag succeeds in an opposed Spirit roll, her opponent is Distracted. If she gets a raise, the victim is also Vulnerable.
Fear: A sea hag is nauseatingly hideous. Anyone who looks at a sea hag makes a Fear check.
Languages: Common, Giant.
These winged carnivorous creatures look like a cross between a human and a bird of prey. Their faces appear human from a distance, although closer inspection reveals sharp teeth and inhuman eyes.
Harpies have feathers instead of hair. Their hands and feet bear the flesh-ripping talons of predatory avians. These creatures are known for their overpowering musk—they are usually smelled before they are seen. They sometimes wear perfumes to cover their natural odors.
Harpies live in temperate mountain areas of the Inner Sea region. They prefer craggy rookeries overlooking bogs and marshlands. They relish the “taste” of their prey’s fear and pain. Harpies tend to “play” with their food, especially favoring humans and elves.
Type: Evil Monstrous Humanoid (Harpy)
Attributes: Agility d8, Smarts d4, Spirit d8, Strength d6, Vigor d6
Skills: Athletics d8, Common Knowledge d6, Fighting d8, Intimidation d6, Notice d8, Performance d8, Stealth d4
Pace: 5; Parry: 6; Toughness: 8 (3)
Edges: —
Gear: Morning star (Str+d6), leather vest and greaves (+2).
Special Abilities:
Armor +1: Tough hide.
Captivating Song: When a harpy sings, all non-harpies within 100 yards must make a Spirit roll. Anyone who fails must move towards the harpy, using the most direct path possible. Anyone encountering a cliff or other hazard gets another Spirit roll to end the effect before moving into peril. The effect lasts as long as the harpy sings. Those who succeed on the Spirit roll are immune to the captivating song for 24 hours.
Claws: Str+d6.
Darkvision: Harpies ignore penalties for Illumination up to 10”.
Flight: Pace 12.
Languages: Common.
These outsiders from the plane of Hell are nightmarish hunters and trackers. This more common type of hell hound resembles a thin, lanky wolf with reddish-brown fur, white claws, and fiery red eyes. They stand up to 5 feet at their shoulder and weigh roughly 120 pounds.
When in packs, these creatures prefer to surround prey, with one or two using their fiery breath to force opponents into the rest of the pack.
Fire giants often keep hell hounds in their lairs, as guardians and companions. The hounds respect the giants if treated as equals rather than pets or servants.
Type: Evil Outsider (Hell Hound)
Attributes: Agility d8, Smarts d4 (A), Spirit d6, Strength d6, Vigor d8
Skills: Athletics d8, Fighting d8, Notice d8, Stealth d10, Survival d8
Pace: 8; Parry: 6; Toughness: 9 (3)
Edges: Formation Fighter, Quick
Special Abilities:
Armor +3: Outsider hide.
Bite: Str+d6.
Breath Weapon (Fire): Cone Template, 2d6 damage.
Darkvision: Hell hounds ignore penalties for Illumination up to 10”.
Environmental Weakness: Cold.
Immunity: Fire.
Pack Tactics: The creature adds any Gang Up bonus to its Fighting damage rolls.
Speed: d10 running die.
Languages: Infernal (can’t speak).
This creature resembles a powerfully built wolf the size of a large draft horse, with ebony fur and burning red eyes.
Asmodeus, the Prince of Darkness, keeps vast kennels of these brutal war hounds beneath his palace in Nessus. All are fitted with shirts of fire-scorched barding. These loyal beasts always obey their master. They track their prey relentlessly—to the corners of Hell and beyond—until they complete their task or perish.
Type: Evil Outsider (Nessian Hell Hound)
Attributes: Agility d8, Smarts d4 (A), Spirit d8, Strength d12+2, Vigor d12
Skills: Athletics d10, Fighting d10, Notice d8, Stealth d10, Survival d8
Pace: 10; Parry: 7; Toughness: 17 (6)
Edges: Alertness, Formation Fighter, Quick
Gear: Chain shirt barding (+3).
Special Abilities:
Armor +3: Outsider hide.
Bite: Str+d6, AP 2.
Breath Weapon (Fire): Cone Template, 3d6 damage.
Darkvision: Nessian hell hounds ignore penalties for Illumination up to 10”.
Environmental Weakness: Cold.
Immunity: Fire.
Pack Tactics: The creature adds any Gang Up bonus to its Fighting damage rolls.
Size 3: Size of a war horse.
Speed: d10 running die.
Languages: Infernal.
Hobgoblins are larger cousins of goblins, similar in size to humans. Unlike their smaller kin, these creatures value societal structure and organization, with strict behavioral mores, traditional rites of passage, and tribal laws.
Most hobgoblins live in military-style communities in the wilds, favoring hilly regions, especially in Avistan, Andoran, and Tian Xia. Soldiers have high status in all Hobgoblin strongholds, as warfare is their primary means of survival. These creatures raid and pillage nearby settlements, often taking slaves along with their plunder.
Type: Evil Humanoid (Hobgoblin)
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d8, Vigor d8
Skills: Athletics d6, Common Knowledge d6, Fighting d6, Notice d6, Persuasion d4, Shooting d6, Stealth d6
Pace: 6; Parry: 5; Toughness: 8 (2)
Hindrances: Ruthless (Minor)
Edges: —
Gear: Longsword (Str+d8), javelin (2) (Range 4/8/16, Damage Str+d6), hide armor (+2).
Special Abilities:
Darkvision: Hobgoblins ignore penalties for Illumination up to 10”.
Languages: Common, Goblin.
Type: Evil Humanoid (Hobgoblin)
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d8, Vigor d10
Skills: Athletics d6, Common Knowledge d6, Fighting d8, Notice d6, Persuasion d4, Shooting d6, Stealth d6
Pace: 6; Parry: 6 or 7 (shield); Toughness: 9 (2)
Hindrances: Ruthless (Minor)
Edges: Solider
Gear: Longsword (Str+d8), javelin (2) (Range 4/8/16, Damage Str+d6), hide armor (+2), light shield.
Special Abilities:
Darkvision: Hobgoblins ignore penalties for Illumination up to 10”.
Hardy: Hobgoblin brutes don't suffer a Wound from being Shaken twice.
Languages: Common, Goblin.
Type: Evil Humanoid (Hobgoblin)
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d10, Vigor d8
Skills: Athletics d6, Common Knowledge d6, Fighting d10, Notice d6, Persuasion d4, Shooting d6, Stealth d6
Pace: 6; Parry: 5; Toughness: 8 (2)
Hindrances: Ruthless (Minor)
Edges: First Strike, No Mercy
Gear: Longsword (Str+d8), javelin (2) (Range 4/8/16, Damage Str+d6), maul (Str+d10, AP 2)hide armor (+2).
Special Abilities:
Darkvision: Hobgoblins ignore penalties for Illumination up to 10”.
Resilient: A hobgoblin mauler can take one Wound before being Incapacitated.
Languages: Common, Goblin.
Riding horses compromise speed with carrying capacity. The smaller "pony" version is Size 1 and Strength d10. If trained for combat, increase Fighting to d6.
Type: Neutral Animal (Horse, Light)
Attributes: Agility d8, Smarts d4 (A), Spirit d6, Strength d12, Vigor d8
Skills: Athletics d8, Fighting d4, Notice d6
Pace: 12; Parry: 4; Toughness: 8
Edges: Fleet-Footed.
Special Abilities:
Kick: Str+d4, to the front or rear as desired.
Size 2: Typical light horse weighs about 1,000 lbs.
These beasts are meant for labor or carrying heavy riders. The smaller "pony" version is Size 2, Strength d10, and Vigor d8. If trained for combat, increase Fighting to d6.
Type: Neutral Animal (Horse, Heavy)
Attributes: Agility d8, Smarts d4 (A), Spirit d6, Strength d12+1, Vigor d10
Skills: Athletics d8, Fighting d4, Notice d6
Pace: 10; Parry: 4; Toughness: 10
Edges: —
Special Abilities:
Kick: Str+d4, to the front or rear as desired.
Size 3: A draft horse of about 1,000 to 1,500 lbs.
Multiple angry snake-like heads rise from the sleek, serpentine body of this terrifying monster. Legends describe hydras with five to twelve heads, although the most common have seven. Tales of some fire-breathing specimens strike fear into the hearts of those who encounter them.
These solitary carnivores usually live in swamps and marshes, although some are rumored to lair in coastal reefs. Found primarily on Avistan, Casmarond, and Garund, hydra have a voracious appetite. They hunt and devour large prey whenever possible, but will feed on vermin and other animals—including humanoids—anytime the opportunity presents itself.
Type: Neutral Magical Beast (Hydra)
Attributes: Agility d6, Smarts d4, Spirit d8, Strength d10, Vigor d10
Skills: Athletics d6, Fighting d6, Intimidation d10, Notice d6
Pace: 5; Parry: 5; Toughness: 13 (2)
Edges: —
Special Abilities:
Armor +2: Scaly hide.
Bite: Str+d6. Reach 1.
Breath Weapon (Fire): Cone Template, 3d6 damage (GM’s call). A fire-breathing hydra may only breathe fire with one of its heads each turn.
Fast Regeneration: Hydras may attempt a natural healing roll every round as a free action, even if Incapacitated, unless their Wounds were caused by fire or acid. This can regenerate limbs—including heads!
Fear (–X): The mere sight of a hydra causes a Fear check. The penalty is equal to half its current number of heads (round up, maximum of -4).
Multiple Heads: As a limited action, a hydra can take a number of actions equal to half the number of its remaining heads (round up, to a maximum of four). These can be actions such as biting, breathing fire, Intimidating with a roar, etc., but must use the creature's heads. These collectively count as one of its possible three actions in a turn. Heads may be severed like Tentacles (see page 10).
Night Vision: The hydra ignores all penalties for Illumination.
Pounce: If a hydra makes Wild Attack, it adds +4 to its damage instead of +2.
Size 4 (Large): These large creatures weigh up to 5,000 pounds and grow to 20 feet long or more. They can take one extra Wound.