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From PF Cosmology, some deities
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<blockquote data-quote="Obly99" data-source="post: 9617214" data-attributes="member: 7035194"><p>Conversion of the <a href="https://2e.aonprd.com/Monsters.aspx?ID=3043" target="_blank">cuckoo hag</a> from PF2e</p><p></p><p style="text-align: center"><strong><span style="font-size: 26px">Cuckoo Hag CR 9</span></strong></p><p></p><p><strong>XP 6,400</strong></p><p></p><p>NE Medium monstrous humanoid</p><p></p><p><strong>Init</strong> +8; <strong>Senses</strong> darkvision 60 ft.; Perception +20</p><p></p><p>DEFENSE</p><p></p><p><strong>AC</strong> 23, touch 14, flat-footed 19 (+4 Dex, +9 natural)</p><p></p><p><strong>hp</strong> 115 (11d10+55)</p><p></p><p><strong>Fort</strong> +8, <strong>Ref</strong> +11, <strong>Will</strong> +13</p><p></p><p><strong>DR</strong> 10/cold iron and magic; <strong>Immune</strong> sleep; <strong>SR</strong> 20</p><p></p><p>OFFENSE</p><p></p><p><strong>Speed</strong> 30 ft.</p><p></p><p><strong>Melee</strong> 2 claws +17 (2d8+5/19-20)</p><p></p><p><strong>Spell-Like Abilities</strong> (CL 9th; concentration +15)</p><p></p><p><strong>Constant</strong>—<em>greater false vision</em> (self only)</p><p></p><p><strong>At-will</strong>—<em>alter self</em> (Medium female humanoid only), <em>daze</em> (DC 16), <em>detect magic</em>, <em>invisibility</em> (self only), <em>message</em>, <em>open/close</em>, <em>prestidigitation</em>, <em>read magic</em>, <em>sleep</em> (DC 17), <em>soul bind</em> (special, see soul covenant)</p><p></p><p><strong>3/day</strong>—<em>charnel house</em> (DC 21), <em>clairaudience/clairvoyance</em>, <em>deep slumber</em> (DC 19), <em>dream</em>, <em>fly</em>, <em>impossible angles</em> (DC 21), <em>persistent image</em>, <em>scripted hallucination</em> (DC 21)</p><p></p><p><strong>1/day</strong>—<em>animate objects</em>, <em>dreadscape</em> (DC 20), <em>mirage arcana</em>, <em>modify memory</em> (DC 20), <em>nightmare</em> (DC 21), <em>phantasmal web</em> (DC 21)</p><p></p><p>STATISTICS</p><p></p><p><strong>Str </strong>20, <strong>Dex</strong> 19, <strong>Con</strong> 21, <strong>Int</strong> 18, <strong>Wis</strong> 22, <strong>Cha</strong> 23</p><p></p><p><strong>Base Atk</strong> +11; <strong>CMB</strong> +16; <strong>CMD</strong> 30</p><p></p><p><strong>Feats</strong> Improved Critical (claws), Improved Initiative, Persuasive, Power Attack, Psychic Sensitivity, Weapon Focus (claws)</p><p></p><p><strong>Skills</strong> Bluff +17, Diplomacy +21, Intimidate +25, Knowledge (arcane, religion) +15, Perception +20, Sense Motive +17, Spellcraft +15</p><p></p><p><strong>Languages</strong> Abyssal, Aklo, Common, Giant, Infernal, Sylvan, Undercommon</p><p></p><p><strong>SQ</strong> cockoo’s lair, craft soulbound guardian, soul covenant, sound mimicry</p><p></p><p>ECOLOGY</p><p></p><p><strong>Environment</strong> any urban</p><p></p><p><strong>Organization</strong> solitary or coven (3 hags of any kind)</p><p></p><p><strong>Treasure</strong> standard</p><p></p><p><strong>Cuckoo's Lair (Su)</strong></p><p>A cuckoo hag is intrinsically connected to a pocket dimension that serves as her home domain. The lair is an extradimensional space that is 40 feet wide, 40 feet long, 30 feet tall, and has the same planar traits of the Material Plane. It contains whatever mundane food, buildings, landscapes, and objects that the cuckoo hag desires, though anything removed from the cuckoo's lair dissolves into nothingness instantly.</p><p>In order to enter or leave the lair, the cuckoo hag must create a Large door in the Material Plane as a standard action that is connected to the door inside the lair (that is Large). The door in the physical world can be placed in any place that the cuckoo hag has saw it in person and must be placed on a fixed vertical surface that can hold the door (like a wall or a big tree). The door in the Material Plane is invisible by default, though the cuckoo hag can choose one or more creatures that can perceive the door normally. The cuckoo hag can dismiss this door from reality, but only if she is inside of her lair and alone with no creature other than herself and soulbound constructs under her control.</p><p>If a cuckoo hag is slay, her lair start to collapse into the Astral Plane: creatures inside have 10 rounds for reach the door and escape. At the 11 round the lair collapse and all creatures inside are expelled in the Astral Plane and must find they own way back to their world.</p><p></p><p><strong>Craft Soulbound Guardian</strong></p><p>A cuckoo hag can craft any construct of CR 6 or less that is not a clockwork, golem, or robot as if she possess the Craft Construct feat, a caster level equal to her racial HD, she cast all the necessary spells, and use her Spellcraft in place of any skill used for craft it (like Craft [carpentry] for a poppet).</p><p>The crafted construct does not cost any gp for the cuckoo hag (it still use its base cost for calculate the time for create it) but it is not automatically active: the cuckoo hag must first bind one soul that she has captured using <em>soul bind</em> (see soul covenant), into the construct, transforming it into a soulbound construct. An inactive construct created in this way in useless for any creature other that for the cuckoo hag that crafted it (it cannot be used or modified by another creature, usually to cut costs).</p><p>The binding of a soul into a construct require an 8 hours occult ritual in which she place the gem that contain the soul in the construct, at the end of which the construct gains the soulbound template, using the trapped soul as the soul focus. The cuckoo hag does not need to pay any gp for apply the soulbound template.</p><p>The soulbound construct does not gains any of the spell-like ability of the template but even if unwilling the soul soul does not gain any save for negate the ritual. A soulbound construct obey any order of the cuckoo hag that create it, but if unwilling it can interpret any unclear or poorly formulated order in its own way. A soulbound construct is obliged to protect its soul focus at the best of its abilities, even if it want to be destroyed, unless ordered differently but its cuckoo hag.</p><p>If a cuckoo hag is slay, all her soulbound constructs are instantly destroyed and their soul released in the appropriate afterlife.</p><p></p><p><strong>Soul Covenant (Su)</strong></p><p>The cuckoo hag can cast <em>soul bind</em> as a spell-like ability at will even on a living creature, but only to target a creature who has agreed to stay with her forever. She typically do so as soon as the agreement is made but might hold off to gain leverage over a situation. A creature that agree to stay with the cuckoo hag forever automatically fail the saving throw against her <em>soul bind</em>, and if living it is instantly slay. The gem that hold the soul is automatically generated while the spell is cast.</p><p>If a cuckoo hag is slay, all her gems that contain a soul are instantly destroyed and their soul released in the appropriate afterlife.</p><p></p><p></p><p></p><p>Cuckoo hags seek out youths who are unhappy with their lives, disguising themselves as a trusted figure such as a friend or family member. These hags then weave magical, idealized worlds out of illusions and dream stuff to trap their victims. Once they convince a mortal to stay in their magical world forever, the cuckoo hag drains their prey of life force and imprisons their soul.</p><p>A cuckoo hag's true form is a creature with the cracked pale skin of a broken porcelain doll and an almost impossibly thin neck and limbs.</p><p></p><p><strong>Cuckoo Hag Coven</strong></p><p>A coven in which it is present at least a cuckoo hag adds the following spell to their coven spell-like abilities: <em>dreadscape</em>, <em>impossible angles</em>, and <em>scripted hallucination</em>.</p></blockquote><p></p>
[QUOTE="Obly99, post: 9617214, member: 7035194"] Conversion of the [URL='https://2e.aonprd.com/Monsters.aspx?ID=3043']cuckoo hag[/URL] from PF2e [CENTER][B][SIZE=7]Cuckoo Hag CR 9[/SIZE][/B][/CENTER] [B]XP 6,400[/B] NE Medium monstrous humanoid [B]Init[/B] +8; [B]Senses[/B] darkvision 60 ft.; Perception +20 DEFENSE [B]AC[/B] 23, touch 14, flat-footed 19 (+4 Dex, +9 natural) [B]hp[/B] 115 (11d10+55) [B]Fort[/B] +8, [B]Ref[/B] +11, [B]Will[/B] +13 [B]DR[/B] 10/cold iron and magic; [B]Immune[/B] sleep; [B]SR[/B] 20 OFFENSE [B]Speed[/B] 30 ft. [B]Melee[/B] 2 claws +17 (2d8+5/19-20) [B]Spell-Like Abilities[/B] (CL 9th; concentration +15) [B]Constant[/B]—[I]greater false vision[/I] (self only) [B]At-will[/B]—[I]alter self[/I] (Medium female humanoid only), [I]daze[/I] (DC 16), [I]detect magic[/I], [I]invisibility[/I] (self only), [I]message[/I], [I]open/close[/I], [I]prestidigitation[/I], [I]read magic[/I], [I]sleep[/I] (DC 17), [I]soul bind[/I] (special, see soul covenant) [B]3/day[/B]—[I]charnel house[/I] (DC 21), [I]clairaudience/clairvoyance[/I], [I]deep slumber[/I] (DC 19), [I]dream[/I], [I]fly[/I], [I]impossible angles[/I] (DC 21), [I]persistent image[/I], [I]scripted hallucination[/I] (DC 21) [B]1/day[/B]—[I]animate objects[/I], [I]dreadscape[/I] (DC 20), [I]mirage arcana[/I], [I]modify memory[/I] (DC 20), [I]nightmare[/I] (DC 21), [I]phantasmal web[/I] (DC 21) STATISTICS [B]Str [/B]20, [B]Dex[/B] 19, [B]Con[/B] 21, [B]Int[/B] 18, [B]Wis[/B] 22, [B]Cha[/B] 23 [B]Base Atk[/B] +11; [B]CMB[/B] +16; [B]CMD[/B] 30 [B]Feats[/B] Improved Critical (claws), Improved Initiative, Persuasive, Power Attack, Psychic Sensitivity, Weapon Focus (claws) [B]Skills[/B] Bluff +17, Diplomacy +21, Intimidate +25, Knowledge (arcane, religion) +15, Perception +20, Sense Motive +17, Spellcraft +15 [B]Languages[/B] Abyssal, Aklo, Common, Giant, Infernal, Sylvan, Undercommon [B]SQ[/B] cockoo’s lair, craft soulbound guardian, soul covenant, sound mimicry ECOLOGY [B]Environment[/B] any urban [B]Organization[/B] solitary or coven (3 hags of any kind) [B]Treasure[/B] standard [B]Cuckoo's Lair (Su)[/B] A cuckoo hag is intrinsically connected to a pocket dimension that serves as her home domain. The lair is an extradimensional space that is 40 feet wide, 40 feet long, 30 feet tall, and has the same planar traits of the Material Plane. It contains whatever mundane food, buildings, landscapes, and objects that the cuckoo hag desires, though anything removed from the cuckoo's lair dissolves into nothingness instantly. In order to enter or leave the lair, the cuckoo hag must create a Large door in the Material Plane as a standard action that is connected to the door inside the lair (that is Large). The door in the physical world can be placed in any place that the cuckoo hag has saw it in person and must be placed on a fixed vertical surface that can hold the door (like a wall or a big tree). The door in the Material Plane is invisible by default, though the cuckoo hag can choose one or more creatures that can perceive the door normally. The cuckoo hag can dismiss this door from reality, but only if she is inside of her lair and alone with no creature other than herself and soulbound constructs under her control. If a cuckoo hag is slay, her lair start to collapse into the Astral Plane: creatures inside have 10 rounds for reach the door and escape. At the 11 round the lair collapse and all creatures inside are expelled in the Astral Plane and must find they own way back to their world. [B]Craft Soulbound Guardian[/B] A cuckoo hag can craft any construct of CR 6 or less that is not a clockwork, golem, or robot as if she possess the Craft Construct feat, a caster level equal to her racial HD, she cast all the necessary spells, and use her Spellcraft in place of any skill used for craft it (like Craft [carpentry] for a poppet). The crafted construct does not cost any gp for the cuckoo hag (it still use its base cost for calculate the time for create it) but it is not automatically active: the cuckoo hag must first bind one soul that she has captured using [I]soul bind[/I] (see soul covenant), into the construct, transforming it into a soulbound construct. An inactive construct created in this way in useless for any creature other that for the cuckoo hag that crafted it (it cannot be used or modified by another creature, usually to cut costs). The binding of a soul into a construct require an 8 hours occult ritual in which she place the gem that contain the soul in the construct, at the end of which the construct gains the soulbound template, using the trapped soul as the soul focus. The cuckoo hag does not need to pay any gp for apply the soulbound template. The soulbound construct does not gains any of the spell-like ability of the template but even if unwilling the soul soul does not gain any save for negate the ritual. A soulbound construct obey any order of the cuckoo hag that create it, but if unwilling it can interpret any unclear or poorly formulated order in its own way. A soulbound construct is obliged to protect its soul focus at the best of its abilities, even if it want to be destroyed, unless ordered differently but its cuckoo hag. If a cuckoo hag is slay, all her soulbound constructs are instantly destroyed and their soul released in the appropriate afterlife. [B]Soul Covenant (Su)[/B] The cuckoo hag can cast [I]soul bind[/I] as a spell-like ability at will even on a living creature, but only to target a creature who has agreed to stay with her forever. She typically do so as soon as the agreement is made but might hold off to gain leverage over a situation. A creature that agree to stay with the cuckoo hag forever automatically fail the saving throw against her [I]soul bind[/I], and if living it is instantly slay. The gem that hold the soul is automatically generated while the spell is cast. If a cuckoo hag is slay, all her gems that contain a soul are instantly destroyed and their soul released in the appropriate afterlife. Cuckoo hags seek out youths who are unhappy with their lives, disguising themselves as a trusted figure such as a friend or family member. These hags then weave magical, idealized worlds out of illusions and dream stuff to trap their victims. Once they convince a mortal to stay in their magical world forever, the cuckoo hag drains their prey of life force and imprisons their soul. A cuckoo hag's true form is a creature with the cracked pale skin of a broken porcelain doll and an almost impossibly thin neck and limbs. [B]Cuckoo Hag Coven[/B] A coven in which it is present at least a cuckoo hag adds the following spell to their coven spell-like abilities: [I]dreadscape[/I], [I]impossible angles[/I], and [I]scripted hallucination[/I]. [/QUOTE]
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