Jaggedbriar Hag

Level 7
Creature· chaoticUniqueMediumLegacy
AC
25
HP
92
Speed
40 ft.
Perception
+15
Fort
+15
Ref
+15
Will
+17
Resistances physical 5
Languages aklo, chthonian, common, jotun
Senses darkvision
Skills athletics +17, deception +17, religion +17, acrobatics +15, stealth +15, occultism +13
Recall Knowledge DC 33 (society)

Attacks

Melee Claw +17 (agile, cold-iron, magical, unarmed), Damage 2d8+8 slashing

Abilities

Coveninteraction

A Jaggedbriar hag adds Earthbind, Magic Passage, and Spellwrack to her coven's spells.


+1 Status to All Saves vs. Magic
Bonds of Iron◆◆

Once per day, a jaggerdbrier hag can cause a cage built of cold iron fingernails to spring out of nothingness at a range of up to 30 feet, attempting an Athletics check to against the target's Fortitude DC; if the target has a weakness to cold iron, the jaggerdbrier hag gains a +2 circumstance bonus to this check.

Unlike a normal Grapple, the jaggerdbrier hag doesn't need to be within reach and can move as she pleases, and a successful attempt lasts until the creature [[/act e

Change Shape

The hag can take on the appearance of any Medium female humanoid. This doesn't change her Speed or her attack and damage bonuses with her Strikes but might change the damage type her Strikes deal (typically to bludgeoning).


Rend

Claw


Grab

Malevolent crones who lurk at the edges of civilization, hags use their deceptive, magical abilities to prey upon humanoids, manipulating and corrupting them. Some say hags arose from fey that became twisted by their inner selfishness. Hags gather together in covens for greater power, craft unique magical items known as Hag Eyes , and are known to replace infant humanoids with their own offspring-these children are Changelings who have the potential to become hags themselves.