Archives of Nethys

Pathfinder | Starfinder

All | Unique
Families | Templates | Types | Subtypes | Universal Monster Rules


Source Pathfinder RPG Bestiary pg. 167

Creatures in "Hag" Category

Annis Hag6
Ash Hag5
Blood Hag8
Dreamthief Hag11
Green Hag5
Moon Hag7
Mute Hag11
Night Hag9
Sea Hag4
Storm Hag7
Winter Hag7

Hag, Ash Hag


Ash Hag CR 5

Source Cheliax, the Infernal Empire pg. 57
XP 1,600
LE Medium monstrous humanoid


hp 52 (7d10+14)
Fort +4, Ref +6, Will +9
Immune fire; SR 16


Speed 30 ft.
Special Attacks choke on cinders
Spell-Like Abilities (CL 8th; concentration +11; save DCs are Int-based)
Constant—pass without trace, tongues
At will—alter self, beguiling giftAPG (DC 14), burning hands (DC 14), detect magic, infernal healingISWG
3/day—burning gazeAPG (DC 15), feast of ashesAPG (DC 15), inflict moderate wounds (DC 15), invisibility (self only)
1/day—ash stormUM, cup of dustAPG (DC 16), inflict serious wounds (DC 17), phantasmal killer (DC 17)


Base Atk +7; CMB +9; CMD 20
Feats Alertness, Combat Casting, Deceitful, Iron Will
Languages Aklo, Common, Giant; tongues
SQ ash affinity


Environment any urban or ruins
Organization solitary or coven (3 hags of any kind)
Treasure standard

Special Abilities


Choke on Cinders (Su) Three times per day as a standard action, an ash hag can fill the lungs of a single target within 30 feet with thick, ashy cinders. If the target fails a DC 16 Fortitude saving throw, it is staggered for 1d4 rounds while it attempts to cough up the cinders. Once it stops coughing, it must successfully save again at the start of its turn or fall unconscious due to a shortage of air. Creatures that do not breathe are immune to this ability. The save DC is Intelligence-based.





Customizing Hag Covens

Source Blood of the Coven
Any group of three hags can form a coven, but realistically, many types of hags will never cross paths or deign to work with one another. Blood hags are loath to form covens that are not under their control. Annis hags are likewise domineering, rarely working with more powerful hags. Storm hags usually prefer allying with other storm hags, but they will occasionally form covens with green hags or sea hags. Sea hags sometimes seek out a green hag to lead them. Mute hags—among the most powerful of mortal hags—relish the destruction of relationships, and their involvement in a coven is typically transient, lasting only as long as whatever barrier prompted them to seek sisters in the first place. Night hags and dreamthief hags are outsiders that wander the planes in search of victims. These cautious schemers do not hesitate to involve mortal hags in their machinations, readily joining covens when it proves expedient. Their immortality grants them great patience and enough time to plan contingencies so that betraying them becomes a risky proposition.

A typical hag coven can cast the spells listed in the green hag’s monster entry (Pathfinder RPG Bestiary 167). Blood hags, storm hags, and winter hags always grant the spells and abilities listed in their bestiary entries. To reflect the diversity of powers hags can invoke, Game Masters can customize the spell lists of covens based on their membership; each type of hag makes specific spells available to cast as coven magic.

All covens can cast the following spells, regardless of the hags that comprise them: animate dead, baleful polymorph, bestow curse, clairaudience/clairvoyance, commune, dream, forcecage, mind blank, reincarnate, speak with dead, veil, vision

The Ash Hag adds the following spells to the coven: ash storm, fire storm, solid fog, volcanic storm