In the Shadow of the Tyrant
Moor Hag CR 11
NE Medium Monstrous Humanoid
Init +6; Senses darkvision 60 ft.; scent; Perception +21
AC 29, touch 16, flat-footed 23 (80)
Fort +18, Ref +11, Will +15
DR 10/cold iron and magic; Immune charm, cold, fear, sleep; SR 21
Speed 30 ft.
Melee ethereal claw 7 plus 1d2 CON drain), claw 7), bite 7)
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)
Str 25, Dex 23, Con 26, Int 22, Wis 20, Cha 21
Base Atk 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)
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.
Organization solitary or coven (3 hags of any type)