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Hag, Storm Hag

This hag’s hair, claws, and teeth crackle with sparks of electricity. Her windswept hair billows up from her brow like a thunderhead.

Storm Hag CR 7

Source Bestiary 5 pg. 235, Pathfinder #72: The Witch Queen's Revenge pg. 90
XP 3,200
CE Medium monstrous humanoid
Init +2; Senses child-scent, darkvision 60 ft.; Perception +14


AC 21, touch 13, flat-footed 18 (+2 Dex, +1 dodge, +8 natural)
hp 85 (10d10+30)
Fort +6, Ref +9, Will +8
Immune electricity; SR 18


Speed 30 ft., fly 60 ft. (good)
Melee bite +13 (1d6+3 plus 1d6 electricity), 2 claws +13 (1d4+3 plus 1d6 electricity)
Special Attacks storm strike, whipping winds
Spell-Like Abilities (CL 10th; concentration +13)
At will—bleed, gust of wind (DC 15), whispering wind
3/day—invisibility, lightning bolt (DC 16), river of wind (DC 17), sleet storm
1/day—control winds (DC 18)


Str 17, Dex 14, Con 16, Int 13, Wis 13, Cha 16
Base Atk +10; CMB +13; CMD 26
Feats Combat Casting, Dodge, Flyby Attack, Mobility, Vital Strike
Skills Bluff +10, Fly +17, Intimidate +15, Perception +14, Spellcraft +7, Stealth +15
Languages Common, Giant
SQ storm rider


Environment any temperate
Organization solitary or coven (3 hags of any kind)
Treasure standard

Special Abilities

Child-Scent (Ex) A storm hag has the scent ability, but only with respect to humanoid children and immature animals. Thus, she could sniff out a child’s hiding place or a den of wolf pups, but not the child’s parents or the den mother.
Storm Rider (Su) A storm hag is considered two size categories larger for the purpose of wind effects.
Storm Strike (Su) Each time a storm hag makes a successful attack with her bite, claws, or a weapon that is predominantly made of metal, the attack deals an additional 1d6 points of electricity damage.
Whipping Winds (Su) As a standard action, a storm hag can use gust of wind to trip her foes. This ability can only affect one target within 30 feet, and the storm hag uses her normal CMB. The gust of wind doesn’t create its normal effects. The trip attempt does not provoke an attack of opportunity, but casting the spell-like ability does as normal.


When the clouds turn gray and the winds pick up into a howl, wise travelers pray that the cause is only a natural tempest and not a storm hag. A storm hag resembles an old woman with a thundercloud of hair. Her mouth hangs open, revealing thin pointed teeth with small arcs of electricity jumping across them. Black talons sprout from her fingertips, likewise crackling with electricity. A storm hag weighs 70 pounds and stands around 4 feet tall, though if she stood up straight she could easily reach 5 feet.

Storm Hag Covens

A storm hag is haughty and views her way of doing things as the only proper approach, forcing coven members to ride a fine line between f lattery and submission. Coven members gain the child-scent ability as long as they are within 100 feet of the storm hag. In addition, a coven with a storm hag as a member has access to the following additional spell-like abilities: call lightning storm (DC 18), plague storm (DC 19), quench (DC 16), whirlwind (DC 21), and wind wall.

Customizing Hag Covens

Source Blood of the Coven
Any group of three hags can form a coven, but realistically, many types of hags will never cross paths or deign to work with one another. Blood hags are loath to form covens that are not under their control. Annis hags are likewise domineering, rarely working with more powerful hags. Storm hags usually prefer allying with other storm hags, but they will occasionally form covens with green hags or sea hags. Sea hags sometimes seek out a green hag to lead them. Mute hags—among the most powerful of mortal hags—relish the destruction of relationships, and their involvement in a coven is typically transient, lasting only as long as whatever barrier prompted them to seek sisters in the first place. Night hags and dreamthief hags are outsiders that wander the planes in search of victims. These cautious schemers do not hesitate to involve mortal hags in their machinations, readily joining covens when it proves expedient. Their immortality grants them great patience and enough time to plan contingencies so that betraying them becomes a risky proposition.

A typical hag coven can cast the spells listed in the green hag’s monster entry (Pathfinder RPG Bestiary 167). Blood hags, storm hags, and winter hags always grant the spells and abilities listed in their bestiary entries. To reflect the diversity of powers hags can invoke, Game Masters can customize the spell lists of covens based on their membership; each type of hag makes specific spells available to cast as coven magic.

All covens can cast the following spells, regardless of the hags that comprise them: animate dead, baleful polymorph, bestow curse, clairaudience/clairvoyance, commune, dream, forcecage, mind blank, reincarnate, speak with dead, veil, vision

The Storm Hag adds the following spells to the coven: call lightning storm, control weather, solid fog, scouring winds

Creatures in "Hag" Category

Annis Hag6
Ash Hag5
Blood Hag8
Dreamthief Hag11
Green Hag5
Moon Hag7
Mute Hag11
Night Hag9
Sea Hag4
Storm Hag7
Winter Hag7


Source Classic Horrors Revisited pg. 35
If dryads, nymphs, and sprites represent the grace and beauty of unspoiled nature, then surely the annis hag, green hag, and sea hag embody its savage, destructive side. Though not fey themselves, hags appear to be somehow tied to nature, even if no more than as a distorted reflection of it. Hags are foul, wicked creatures, warped with cruelty and evil. Uniformly female and invariably repulsive, these misshapen crones plot dark deeds over bubbling cauldrons, either singly or in sinister triads known as covens.