Cuckoo Hag

Creature 9
  • Medium
  • hag
  • humanoid
Perception
+18; darkvision
Languages
Aklo, Chthonian, Common, Daemonic, Diabolic, Fey, Jotun
Skills
Arcana +18, Crafting +18, Deception +21, Diplomacy +19, Intimidation +19, Occultism +19, Religion +18, Society +18
Str +5, Dex +4, Con +3, Int +4, Wis +3, Cha +6

Coven (mental, occult) A cuckoo hag adds Dominate, Nightmare, Outcast's Curse, and Scrying to their coven's spells.

AC
28; Fort +16, Ref +19, Will +18; +1 status to all saves vs. magic
HP
170; Immunities sleep; Weaknesses cold iron 10; Resistances mental 10

Sound Imitation A cuckoo hag who succeeds at a Deception check to Lie can mimic the sound of any feminine voice they have heard (in cases where this may be unclear, the GM is the final arbiter) and have a +4 circumstance bonus to this check.

Speed
25 feet

Melee ◆ claw +20 (agile, magical, unarmed), Damage 2d8+8 slashing plus 1d6 spirit

Occult Innate Spells DC 29, attack +21; 9th seize soul (at will, see soul covenant); 5th dreaming potential, illusory scene, subconscious suggestion, mirage, nightmare, illusory object; 4th clairvoyance, fly, clairaudience, acid grip; 3rd dream message (at will), sleep (at will); 2nd invisibility (at will); Cantrips (1st) daze, detect magic, message, prestidigitation, read aura

Coven Spells DC 29, attack +21; 8th cursed metamorphosis; 6th dominate, scrying; 5th illusory scene, scouting eye, clairvoyance, nightmare, outcast's curse, talking corpse, clairaudience, dream message, augury, charm, illusory disguise

Change Shape ◆ (concentrate, occult, polymorph) The cuckoo hag can take on the appearance of any Medium female humanoid. This doesn't change their Speed or their attack and damage bonuses with their Strikes but might change the damage type their Strikes deal (typically to bludgeoning).

Cuckoo's Lair A cuckoo hag is intrinsically connected to a pocket dimension that serves as their home domain. The lair is an extradimensional space that is 40 feet wide, 40 feet deep, and 30 feet tall. 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 plane, the cuckoo hag must create a door in the physical world as a single action, which has the concentrate and manipulate traits. The door is Invisible by default, though the cuckoo hag can choose a target creature that can perceive the door normally. The cuckoo hag can Dismiss this door from reality, but only if they (and no other creature) are inside of their lair and alone.

Soul Covenant (occult) Requirements The cuckoo hag can cast Seize Soul at will, but only to target a creature who has agreed to stay with them forever. They typically do so as soon as the agreement is made but might hold off to gain leverage over a situation.

They typically place the soul into a construct, typically a soulbound doll if they want a companion or a more powerful construct if they want a guardian.

Source: Pathfinder Monster Core

Running this fight? Add the cuckoo hag to the initiative tracker: type its name and the AC, hit points and Perception for initiative fill in, and the book button shows this stat block mid-fight.

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