3e SRD:Hag, Annis

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This material is published under the OGL 1.0a.

Annis[edit]

Size/Type: Large Monstrous Humanoid
Hit Dice: 7d8+14 (45 hp)
Initiative: +1 (Dex)
Speed: 40 ft.
AC: 20 (-1 size, +1 Dex, +10 natural)
Attacks: 2 claws +13 melee, bite +8 melee
Damage: Claw 1d6+7, bite 1d6+3
Face/Reach: 5 ft. by 5 ft./10 ft.
Special Attacks: Improved grab, rend 2d6+14, spell-like abilities
Special Qualities: SR 19, steely skin
Saves: Fort +4, Ref +6, Will +6
Abilities: Str 25, Dex 12, Con 14, Int 13, Wis 13, Cha 10
Skills: Concentration +12, Hide +7, Listen +11, Spot +11
Feats: Alertness, Blind-Fight, Combat Casting
Climate/Terrain: Any land and underground
Organization: Solitary or covey (3 hags of any type plus 1-8 ogres and 1-4 evil giants)
Challenge Rating: 6 or 12 (covey)
Treasure: Standard
Alignment: Always chaotic evil
Advancement: By character class

Hags speak Giant and Common.

Combat

Improved Grab (Ex): To use this ability, the annis must hit a Large or smaller creature with a claw attack.

Rend (Ex): An annis that hits with both claw attacks latches onto the opponent’s body and tears the flesh. This attack automatically deals an additional 2d6+14 points of damage.

Tear (Ex): An annis automatically hits a held opponent with all its melee attacks each round it maintains the hold.

Spell-Like Abilities: 3/day- change self and fog cloud. These abilities are as the spells cast by an 8th-level sorcerer.

Steely Skin (Ex): The steely skin of an annis reduces damage dealt by slashing and piercing weapons by 1 point of damage per hit. Conversely, their brittle bones increase damage dealt by bludgeoning weapons by 1 point per hit. (Treat combination weapons such as morningstars as bludgeoning weapons.)

Hag Covey

A covey of hags is 80% likely to be guarded by 1d8 ogres and 1d4 evil giants who do their bidding. These are often polymorphed into less hostile forms and sent forth as spies. Such minions often (60%) carry magic stones known as hag eyes (see below).

Spell-Like Abilities: 3/day- animate dead, bestow curse, control weather, dream, forcecage, mind blank, mirage arcana, polymorph other, veil, and vision. These abilities are as the spells cast by a 9th-level sorcerer (save DC 13 + spell level). To use one of these abilities, all three hags must be within 10 feet of one another. This is a full-round action.

Once per month, a covey that does not have a hag eye can create one from a gem worth at least 20 gp (see below).

Hag Eye

Any of the three hags who created the hag eye can see through it whenever they wish, so long as it is on the same plane as the hag. Destroying a hag eye deals 1d10 points of damage to each member of the covey and blinds the one who sustained the greatest damage for 24 hours.



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