Actions/Abilities/Traits: (Pathfinder 2e)
Ability
Assume Fiery Form
(concentrate, fire, occult, polymorph, transmutation) The blood hag removes her borrowed skin and transforms into a brilliant ball of fire. She becomes amorphous, gains the fire trait and a fly Speed of 60 feet, becomes immune to fire, and emits light as a torch. She loses her melee Strikes and can't Drain Blood, but she deals 3d10 fire damage (DC 26 basic Reflex save) to each creature that touches her, as well as to each creature that succeeds at a melee Strike against her with an unarmed attack or from an adjacent space. If her skin is intact, she can return to her normal form by spending a single action that has the manipulate trait while adjacent to the skin. The hag can instead Assume Fiery Form as a single action, bursting through her skin in a blast of flames. Doing so destroys her borrowed skin and deals 9d6 fire damage (DC 26 basic Reflex save) in a 20-foot emanation.
Ability
Bloodsense
A blood hag can sense the presence of blood and creatures with blood. She can tell the difference between spilled blood and the blood within a living creature.
Ability
Borrowed Skin
A blood hag wears a covering of skin stolen from a humanoid creature she has killed, hiding her true form and granting her the effects of a 4th-level misdirection, with herself as the primary target and the creature whose skin she is wearing as the secondary target. Spreading coarse salt inside the skin prevents the hag from putting it back on, forcing her to keep her fiery form until she kills another humanoid and spends 1 hour turning it into a new disguise.
Ability
Coven
A blood hag adds death ward, fiery body, and nightmare to her coven's spells.
Ability
Drain Blood
Circumstance: A grabbed, paralyzed, restrained, unconscious, or willing creatur
The hag sinks her fangs into the creature to drink its blood. This requires a successful Athletics check against the victim's Fortitude DC if the victim is grabbed and is automatic for any of the other conditions. The victim becomes drained 1. The hag regains 15 Hit Points, gaining any excess HP as temporary Hit Points that last for 1 hour. Drinking blood from a creature that's already drained doesn't restore any Hit Points to the hag but increases the victim's drained value by 1, killing the victim when it reaches drained 5. A victim's drained condition decreases by 1 per week. A blood transfusion, which requires a successful DC 20 Medicine check and sufficient blood or a blood donor, reduces the drained condition by 1 after 10 minutes.
Ability
Occult Innate Spells
DC 26; 4th charm, sleep (×3)
Offense
Melee
Circumstance: combat round (melee)
claw +18 [+14/+10] (agile), Damage 2d8+7 slashing plus Grab
Offense
Ranged
Circumstance: combat round (ranged)
firebolt +19 [+15/+11] (agile, fire), Damage 2d10+8 fire
Trait
Hag
These creatures are malevolent spellcasters who form covens.
Trait
Humanoid
Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.
Immunity
bleed
Language
Abyssal
Aklo
Common
Infernal
Jotun
Perception
bloodsense (imprecise) 90 feet
darkvision
Resistance
fire 10
Weakness
cold iron 10