Hag Exile 6 (18)

Planar Bestiary

Lapses happen; hag exiles sometimes give in to the mental pressure constantly besetting them. Most give themselves the grace to try again to be better.

Born of horrific circumstances, hags have come to embody cruelty and evil. The corruption forced upon them by their monstrous mothers visits them like waking dreams, inciting them to give in to selfishness and hate. In addition, the supernatural abilities that blossom when they reach age thirteen—hags have magical powers and an affinity for spellcasting, and they can alter their forms and curse their foes—pressure most hags into becoming malign beings.

But hag exiles often try, at least for a time, to resist the call of their fey ancestry.

To gain understanding and control of their own minds and bodies, hag exiles seek hidden knowledge, lost rituals, and rites of emergence. These exercises usually further enhance a hag exile's power (and physical size), but generally don't help to keep the parts of themselves they want to control on a leash. Which is why most hag exiles end up seeking a place of solitude in a distant dimension, where they can concentrate on themselves with less chance of accidentally cursing or killing a mortal.

Sometimes a hag exile finds other varieties of hags who also question themselves and their motives. These vanishingly few kindred spirits are invited to join the hag exile, with the hope and promise that together the coven can help each of its members become their best possible selves.

Motive: Knowledge, power, and keeping their evil instincts at bay

Environment: Any remote location

Health: 20

Damage Inflicted: Moderate wound (4 points)

Armor: 3

Movement: Short

Modifications: Speed defense as level 5 due to large size; lies, perception, and defense against magic as level 7

Combat: A hag exile claws twice per round, inflicting a moderate wound (4 points) with each attack. The damaged victim that fails an Intellect defense task is frightened for one minute, hindering all of their tasks. The victim can retry their Intellect defense task each round on their turn to end the effect and become immune to this fear for one day.

Instead of making one of her claw attacks, a hag exile can glare at a frightened foe within short range, who must succeed at a Might defense task or fall two steps on the damage track.

Hag exiles can use innate magic against targets within long range with options for creating darkness in an immediate area in diameter, dispelling magic, flying, turning themselves or one target invisible for a minute or until the invisible creature attacks, creating blasts, entering the Ethereal plane, hindering a foe's Might-based tasks for a minute, teleporting a short distance, changing shape into a humanoid, and causing foes to fall into a deep sleep for one hour (or until shaken awake).

Interaction: Hag exiles avoid lengthy interactions with mortals for fear of losing their temper and lashing out. A careful group of polite, respectful PCs might be able to negotiate for information or secrets.

Use: A terrible curse can only be removed by trading with a hag exile. Rumors circulate that a group of hags has set up a lair a few miles from a peaceful town.

Loot: A hag exile usually has several magical cyphers, such as a mirror of farsight, a curative potion, and a charm of disarm, and perhaps a magical artifact, such as a dagger that detects lies within immediate range for ten minutes once activated (level 6; depletion: 1 in 1d20).

GM Intrusion: The hag casts a death spell on a character; on a failed Might defense task the character is blasted with necrotic energy and takes 15 points of damage (ignores Armor).
GM Intrusion: The hag exile casts a ward in an immediate area around herself; for the next minute, her foes' magic cast within or into that area is hindered by four steps.