Actions/Abilities/Traits: (Pathfinder 2e)
Ability
Ability
+1 status to all saves vs. magic
Ability
Bonds of Iron
(attack, conjuration, occult) Once per day, an annis hag can cause a cage built of cold iron fingernails to spring out of nothingness at a range of up to 30 feet, attempting an Athletics check to Grapple against the target's Fortitude DC; if the target has a weakness to cold iron, the annis hag gains a +2 circumstance bonus to this check. Unlike a normal Grapple, the annis hag doesn't need to be within reach and can move as she pleases, and a successful attempt lasts until the creature escapes (DC 42), causing the cage to crumble into rust. Any creature can attempt to destroy the cage by attacking it. It has an AC of 40, Hardness 20, and 80 Hit Points.
Ability
Change Shape
(concentrate, occult, polymorph, transmutation) The hag can take on the appearance of any Medium female humanoid. This doesn't change her Speed or her attack and damage bonuses with her Strikes but might change the damage type her Strikes deal (typically to bludgeoning).
Ability
Cleric Domain Spells 2 focus points,
DC 44; 10th retributive pain, savor the sting
Ability
Divine Font
harm
Ability
Divine Prepared Spells
DC 44, attack +38; 10th harm (×7), summon plant or fungus; 9th heal, massacre, telepathic demand; 8th dispel magic, flame strike, heal; 7th divine decree, divine wrath, regenerate; 6th blade barrier, feeblemind, paranoia; 5th command, sending, tongues; 4th air walk, discern lies, outcast's curse; 3rd blindness, fear, zone of truth; 2nd death knell, ghoulish cravings, see invisibility; 1st command, ray of enfeeblement, sanctuary; Cantrips (10th) chill touch, daze, divine lance, read aura, shield
Ability
Rend
claw
Ability
Resolve
When the Knurly Witch rolls a success at a Will save, she gets a critical success instead.
Ability
Rituals
DC 44; 7th word of recall; 4th blight
Ability
Word of Recall
The Knurly Witch has used word of recall to bind herself to the House at the Edge of Time (area K16).
Offense
Melee
Circumstance: combat round (melee)
claw +37 [+33/+29] (agile, cold iron, magical, reach 10 feet), Damage 4d10+14 slashing plus Grab
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.
Item
religious symbol of Gyronna
wand of slaying (7th)
Language
Aklo
Common
Jotun
Sylvan
Perception
darkvision
Resistance
physical 20 (except bludgeoning)