Wode Hag

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Wode Hag token by [Max Hamm](https://www.patreon.com/cw/MaxHamm)

Wode Hag

Level 3 Solo
Fey, Hag EV 60
  1. 1L Size
  2. 5 Speed
  3. 300 Stamina
  4. 1 Stability
  5. 6 Free Strike
Immunity Weakness
Movement Fly, hover
  1. Might

    2
  2. Agility

    1
  3. Reason

    1
  4. Intuition

    3
  5. Presence

    3
  1. Solo Monster

    End Effect: At the end of each of their turns, the hag can take 5 damage to end one effect on them that can be ended by a saving throw. This damage can't be reduced in any way.

    Solo Turns: The hag can take two turns each round. They can't take turns consecutively.

  2. Supernatural Resistance

    Magic and psionic abilities used against the hag take a bane.

  3. Corrosive Claws 2d10 + 3 Signature Ability

    Melee, Strike, Weapon Main Action
    o Melee 1 x Two creatures or objects
    ! 9 corruption damage; A < 1 weakened (save ends) @ 13 corruption damage; A < 2 weakened (save ends) # 16 corruption damage; A < 3 weakened (save ends)
  4. Soul Steal 2d10 + 3

    Area, Magic Main Action
    o 4 cube within 1 x Each enemy in the area
    ! 5 corruption damage; P < 1 4 corruption damage @ 8 corruption damage; P < 2 5 corruption damage # 10 corruption damage; P < 3 6 corruption damage
    Effect:

    This ability gains an edge against a target who has a soul

    3 Malice:

    The hag regains Stamina equal to half the damage dealt.

  5. Shapeshifter

    Magic Maneuver
    o Self x Self
    Effect:

    The hag alters their body to become any size 1 creature, from a house cat to a humanoid. If the hag uses this ability while outside of any enemy's line of effect, they can choose to be automatically hidden. The hag can return to their original form as a free maneuver.

    5 Malice:

    The hag becomes a size 2 creature instead, from a bear to an ogre. While in this form, the hag's melee abilities gain a +1 bonus to distance and deal an extra 4 damage.

  6. Turned Upside Down 2d10 + 3 2 Malice

    Area, Magic Triggered Action
    o 1 burst x Each enemy in the area
    A creature targets the hag with a melee strike.
    ! Slide 2; R < 1 the slide is vertical @ Slide 3; R < 2 the slide is vertical, and the target is restrained (EoT) # Vertical slide 5; R < 3 restrained (EoT)
    Effect:

    While restrained this way, a creature who is vertical force moved is suspended in midair. The creature falls when the condition ends.

  7. Snackies for Sweeties 2d10 + 3

    Area, Magic Villain Action 1
    o 5 burst x Each creature in the area
    Effect:

    The hag attaches an ornate explosive pastry to each target who has A < 2. At the end of the round, the hag makes one power roll against each creature with a pastry attached to them.

    ! 6 poison damage @ 10 poison damage # 13 poison damage
    Special:

    A creature wearing a pastry or adjacent to a creature wearing a pastry can attempt an Agility test to remove the pastry as a maneuver.

    ! The hag makes the power roll for all pastries @ The pastry is not removed # The pastry is removed and can no longer explode
  8. Predator's Alacrity

    Area, Weapon Villain Action 2
    o 1 burst x Each enemy in the area
    Effect:

    Before using this villain action, the hag shifts up to their speed. They then use Corrosive Claws against each target, push each target up to 2 squares, and shift up to their speed again

  9. Open the Oven 2d10 + 3

    Area, Weapon Villain Action 3
    o 5 cube within 1 x Each creature in the area
    ! 6 fire damage; A < 1 weakened (save ends) @ 10 fire damage; A < 2 weakened (save ends) # 13 fire damage; A < 3 weakened (save ends)
    Effect:

    The hag turns the area into a roiling oven until the end of the encounter. Any creature in area takes an extra 5 damage from the hag's damage-dealing abilities.

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Hag Malice


  1. Casting Curses and Bodies 3 Malice

    1. The hag utters terrible words that push each enemy within 2 squares of them up to 3 squares.

  2. Hag Wyrd 5 Malice

    1. Area, Magic Main Action
      o 10 × 1 line within 1
      x Each enemy in the area
      2d10 + 3
    2. ! 5 fire damage; R < 1 frightened (save ends) @ 8 fire damage; R < 2 frightened (save ends) # 11 fire damage; R < 3 frightened (save ends)
    3. Effect:

      After making the power roll, the hag can choose to replace the damage type and condition with lightning damage and dazed, or cold damage and slowed.

  3. Solo Action 5 Malice

    1. The hag takes an additional main action on their turn. They can use this feature even if they are dazed.

  4. House Call 10 Malice

    1. The hag's hut springs to life. It enters the encounter map within 10 squares of the hag if it isn't already there and takes its turn. The hut is size 4, has 75 Stamina and damage immunity 3, and has speed 8 from its powerful set of animal legs. This feature can't be used if the hut is reduced to 0 Stamina. In addition to its move action, the house can take only the following main action.

    2. Area, Ranged, Weapon Main Action
      o 2 cube within 2
      x Each enemy in the area
      2d10 + 3
    3. ! 6 damage; push 3; M < 1 prone @ 10 damage; push 4; M < 2 prone # 13 damage; push 5; M < 3 prone

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