Converting monsters from Imagine Magazine Hag, Mountain
Medium Monstrous Humanoid
Hit Dice: 5d8+5 (22 hp)
Initiative: +1
Speed: 30 ft. (6 squares), climb 30 ft.
Armor Class: 18 (+1 Dex, +7 natural), touch 11, flat-footed 17
Base Attack/Grapple: +5/+9
Attack: Claw +9 melee (1d4+4) or rusty dagger +9 melee (1d4+4/19-20 plus disease)
Full Attack: 2 claws +9 melee (1d4+4) or rusty dagger +9 melee (1d4+4/19-20 plus disease)
Space/Reach: 5 ft./5 ft.
Special Attacks: Hag's curse, horrific appearance, rusty dagger, spell-like abilities
Special Qualities: Darkvision 90 ft., immunity to disease and poison, +2 racial bonus on saving throws against mind-influencing spells and abilities, spell resistance 16
Saves: Fort +4, Ref +5, Will +5
Abilities: Str 19, Dex 12, Con 12, Int 12, Wis 13, Cha 14
Skills: Climb +12, Concentration +5, Craft (any one) +5, Hide +5, Knowledge (any one) +5, Listen +7, Spot +7
Feats: Alertness, Great Fortitude
Environment: Any mountains
Organization: Solitary or covey (3 hags of any kind plus 1–8 ogres and 1–4 evil giants)
Challenge Rating: 4
Treasure: Standard
Alignment: Usually chaotic evil
Advancement: By character class
Level Adjustment: -
This creature looks like an old female human, with sickly brown flesh that is cracked and haggard. Its long, dirty hair resembles diseased roots.
Mountain hags are found in rocky wastes and forbidding mountains, lairing in caves where they hatch evil plots. They are as likely to be found in a hag covey as others of their kind.
A mountain hag is about the same height and weight as a female human.
Mountain hags speak Giant and Common.
COMBAT
Mountain hags usually remain in hiding until they can affect as many foes as possible with their horrific appearance, then lash out with their rusty daggers. They do not hesitate to use their spell-like abilities or potent curse if outclassed by adversaries.
Hag's Curse (Su): A mountain hag can bestow a terrible curse by touch. The victim must succeed on a DC 14 Fortitude save or take 1d4 points of Constitution damage and suffer a -2 penalty on saving throws vs. disease or poison. Additionally, the victim's natural healing rate is halved, and any time it takes damage it must succeed on a DC 14 Fortitude save or contract a random disease. The curse lasts for 30 days unless removed with a remove curse spell or similar magic. A mountain hag may only curse one individual at a given time. If it chooses to curse a second victim, the curse is immediately lifted from the first victim. The save DCs are Charisma-based.
Horrific Appearance (Su): The sight of a mountain hag is so revolting that anyone (other than another hag) who sets eyes upon one must succeed on a DC 14 Fortitude save or instantly be weakened, taking 2d6 points of Strength damage. This damage cannot reduce a victim’s Strength score below 0, but anyone reduced to Strength 0 is helpless. Creatures that are affected by this power or that successfully save against it cannot be affected again by the same hag’s horrific appearance for 24 hours. The save DC is Charisma-based.
Rusty Dagger (Ex): Every mountain hag wields a rusty dagger that transmits slimy doom (as an injury, rather than contact, disease) on a successful hit. If taken from the mountain hag or upon the hag's death, the rusty dagger quickly crumbles to dust.
Spell-Like Abilities: 3/day—darkness, ghoul touch (DC 14); 1/day—fly. Caster level 5th. The save DC is Charisma-based.
Skills: Mountain hags have a +4 racial bonus on Use Magic Device checks and a +8 racial bonus on Climb checks. They can always choose to take 10 on Climb checks, even if rushed or threatened.
Originally appeared in Imagine Magazine #5 (1983).