Moor Hag

Moor Hag CR 11

NE Medium Monstrous Humanoid
Init +6; Senses darkvision 60 ft.; scent; Perception +21

DEFENSE

AC 29, touch 16, flat-footed 23 (6 Dex, +13 natural)
hp 150 (10d10
80)
Fort +18, Ref +11, Will +15
DR 10/cold iron and magic; Immune charm, cold, fear, sleep; SR 21

OFFENSE

Speed 30 ft.
Melee ethereal claw 18 (1d47 plus 1d2 CON drain), claw 18 (1d47), bite 17 (2d67)
Special Attacks ethereal claw, rend soul
Spell-Like Abilities (CL 10th)
Constant—detect chaos, detect evil, detect good, detect law, detect magic
At will—deep slumber (DC 18), invisibility, magic missile, ray of enfeeblement (DC 16)

STATISTICS

Str 25, Dex 23, Con 26, Int 22, Wis 20, Cha 21
Base Atk 10; CMB +17 (19 grapple); CMD 33 (35 grapple)
Feats Alertness, Combat Casting, Deceitful, Improved Grapple, Ability Focus (Ethereal Claw), Weapon Focus (Claw)
Skills Bluff +20, Diplomacy +15, Disguise +21, Intimidate +18, Knowledge (arcana) +16, Knowledge (nature) +21, Perception +20, Survival +19, Sense Motive +21, Spellcraft +19, Stealth +16, Swim +17
Languages Abyssal, Aklo, Celestial, Common, Infernal, Sylvan
SQ change shape (any humanoid or fey, alter self)

SPECIAL ABILITIES

Ethereal Claw (Su)
A Moor Hag’s right arm is a twisting, shadowy claw that exists partially on the Ethereal plane. This claw passes through material defenses, acting as a Brilliant Energy weapon, but that it ignores Natural Armor as well as Armor and Shield bonuses, and only affects creatures with a soul. A creature hit by a Moor Hag’s ethereal claw takes normal damage as well as 1d2 CON drain. A successful DC 22 Fortitude save makes this ability damage rather than drain. The save DC is Charisma-based.

Rend Soul (Su)
A Moor Hag can use her Ethereal Claw to rip the soul from the body of a pinned or helpless creature as a full-round action that provokes attacks of opportunity. Once the soul has been removed, the hag may either devour it as a standard action, recovering hit points equal to the soul’s total hit dice multiplied by 5, or place the soul into another soulless receptacle as another full-round action. A living soul is difficult to handle, and if a Moor Hag performs neither of these actions, the soul escapes in 1d4+1 rounds, fleeing back to its original body, which immediately wakes up if it was asleep.

ECOLOGY

Environment Blightmoor
Organization solitary or coven (3 hags of any type)
Treasure standard

Moor Hag

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