Hag
Creatures of darkness, manifestations of misdeeds that draw power from suffering
Basic Fantasy Field Guide Omnibus
| Armor Class | 15 |
|---|---|
| Hit Dice | 6* |
| Number Appearing | 1 |
| Attacks | 2 claws, hex |
| Damage | 2d6 claw, special |
| Movement | 40' |
| Save As | Cleric: 6 |
| Morale | 8 |
| XP | 555 |
| Treasure Type | D |
Hags are creatures of darkness that most peasants wish were but myth, a bedtime story told to children that do not behave. Unfortunately, these powerful beings are very real. In appearance, hags usually manifest as old, age-worn females of any given race, though mostly human. Their other traits depend on where the hag is found, be it a staff made of bones and old oak for those that are found in the forest, or a coat made from several bears if this creature lives in a cold environment.
Fey in origin, hags are manifestations of misdeeds within any given place, be it a forest, a swamp, or even sometimes an urban setting where they draw their power from the suffering of others. As such, it is not unreasonable to assume that hags have an investment in causing more mayhem and carnage wherever they live to become even more powerful.
Special Abilities
Hags have a special ability which they can use on any creature within 20 feet of them; the target must save vs. Spell. Upon failure, the GM rolls 1d6 and consults the table below:
1 - The target is charmed. 2 - Target’s movement is reduced by half. 3 - The target suffers 2 points of damage for 1d6 turns. 4 - The target is stunned for one round. 5 - Roll a 1d6, referring to the order of ability scores. That ability score becomes 5 for 1d4 rounds. 6 - The target is confused; it will attack itself next round.