Actions/Abilities/Traits: (Pathfinder 2e)
Ability
Ability
Circumstance: Trigger: Tulvak uses Change Shape to assume her natural shape;
Frequency: once per hour
Variant female green hag
Ability
Betraying Touch
4 circumstance penalty to their saving throw against that effect.
Ability
Change Shape
(concentrate, occult, polymorph, transmutation) The green hag can take on the appearance of any Medium humanoid woman. 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
Coven
A green hag adds entangle, outcast's curse, and wall of thorns to her coven's spells.
Ability
Enfeebling Humors
(necromancy, occult) A creature damaged by a hag's claw must succeed at a DC 30 Fortitude save or be enfeebled 1 for 1 day. On a critical failure, or if it gets hit again and fails its save a second time, it's enfeebled 2 for 1 day.
Ability
Exhale Miasma
(necromancy, occult) The green hag exhales a miasma of green vapors. Each living creature in a 15-foot cone is affected by her enfeebling humors (attempting a save as normal). She can't use Exhale Miasma again for 1d4 rounds.
Ability
Occult Innate Spells
DC 30, attack +22; 6th dominate; 5th illusory scene, sending; 4th invisibility; 2nd invisibility (at will), item facade, tree shape (at will); Cantrips (6th) acid splash, dancing lights, ghost sound, message; Constant (6th) pass without trace, tongues, water breathing
Ability
Sound Imitation
A green hag who succeeds at a Deception check to Lie can mimic the sounds of any animal found near her lair. She has a +4 circumstance bonus to this check.As green hag.
Ability
Unsettling Revelation
Circumstance: Trigger: Tulvak uses Change Shape to assume her natural shape;
Frequency: once per hour
Tulvak's transformation into her true form is particularly revolting and can sicken those who aren't prepared for it. All creatures within 30 feet of Tulvak when she takes this reaction must attempt a DC 30 Will save or become sickened 1 (sickened 2 on a critical failure).
Offense
Melee
Circumstance: combat round (melee)
scythe +25 [+20/+15] (deadly d10, trip), Damage 2d10+13 slashing plus 1d6 bleed
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
grisly scythe
Language
Aklo
Common
Jotun
tongues
Perception
darkvision