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|This material is published under the OGL 1.0a.|
|Size/Type:||Medium Monstrous Humanoid|
|Hit Dice:||9d8+9 (49 hp)|
|Speed:||30 ft. (6 squares), swim 30 ft.|
|Armor Class:||22 (+1 Dex, +11 natural), touch 11, flat-footed 21|
|Attack:||Claw +13 melee (1d4+4)|
|Full Attack:||2 claws +13 melee (1d4+4)|
|Space/Reach:||5 ft./5 ft.|
|Special Attacks:||Spell-like abilities, weakness, mimicry|
|Special Qualities:||Darkvision 90 ft., spell resistance 18|
|Saves:||Fort +6, Ref +7, Will +7|
|Abilities:||Str 19, Dex 12, Con 12, Int 13, Wis 13, Cha 14|
|Skills:||Concentration +7, Craft or Knowledge (any one) +7, Hide +9, Listen +11, Spot +11 Swim +12|
|Feats:||Alertness, Blind Fight, Combat Casting, Great Fortitude|
|Organization:||Solitary or covey (3 hags of any kind plus 1–8 ogres and 1–4 evil giants)|
|Alignment:||Usually chaotic evil|
|Advancement:||By character class|
Green hags are found in desolate swamps and dark forests.
A green hag is about the same height and weight as a female human.
Green hags prefer to attack from hiding, usually after distracting foes. They often use darkvision to their advantage by attacking during moonless nights.
Spell-Like Abilities: At will—dancing lights, disguise self, ghost sound (DC 12), invisibility, pass without trace, tongues, water breathing. Caster level 9th. The save DC is Charisma-based.
Weakness (Su): A green hag can weaken a foe by making a special touch attack. The opponent must succeed on a DC 16 Fortitude save or take 2d4 points of Strength damage. The save DC is Charisma-based.
Mimicry (Ex): A green hag can imitate the sounds of almost any animal found near its lair.
Skills: A green hag has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.
SEE WIKIPEDIA ENTRY: Hag
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