[h3|e912c5e3-297b-443f-8633-f7287465880e]Annis Hag[/h3] Size/Type: Large Monstrous Humanoid
Hit Dice: 7d8+14 (45 hp)
Initiative: +1
Speed: 40 ft. (8 squares)
Armor Class: 20 (-1 size, +1 Dex, +10 natural), touch 10, flat-footed 19
Base Attack/Grapple: +7/+18
Attack: Claw melee()
Full Attack: 2 claws melee() and bite melee ()
Space/Reach: 10 ft./10 ft.
Special Attacks: Improved grab, rake 1d6+7, rend 2d6+10, spell-like abilities
Special Qualities: Damage reduction 2/bludgeoning, darkvision 60 ft., spell resistance 19
Saves: Fort +6, Ref +6, Will +6
Abilities: Str 25, Dex 12, Con 14, Int 13, Wis 13, Cha 10
Skills: Bluff +8, Diplomacy +2, Disguise +0 (+2 acting), Hide +5, Intimidate +2, Listen +10, Spot +10
Feats: Alertness, Blind-Fight, Great Fortitude
Environment: Cold marshes
Organization: Solitary or covey (3 hags of any kind plus 1-8 ogres and 1-4 evil giants)
Challenge Rating: 6
Treasure: Standard
Alignment: Usually chaotic evil
Advancement: By character class
Level Adjustment: —
Combat
Though physically powerful, these hags do not favor simple assaults but try to divide and confuse their foes before combat. They love to pose as commoners or gentlefolk to lull their victims into a sense of false security before they attack (Ex)
Improved Grab
To use this ability, an annis must hit a Large or smaller opponent with a claw attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.
Rake (Ex)
Attack bonus +13 melee, damage 1d6+7. An annis can attack a grappled foe with both claws at no penalty.
Rend (Ex)
An annis that hits with both claw attacks latches onto the opponent’s body and tears the flesh. This attack automatically deals an extra points of damage.
Spell-Like Abilities
3/day—disguise self, fog cloud. Caster level 8th.
Blind Fight
In melee, every time you miss because of concealment, you can reroll your miss chance percentile roll one time to see if you actually hit.
An invisible attacker gets no advantages related to hitting you in melee. That is, you don’t lose your Dexterity bonus to Armor Class, and the attacker doesn’t get the usual +2 bonus for being invisible. The invisible attacker’s bonuses do still apply for ranged attacks, however.
You take only half the usual penalty to speed for being unable to see. Darkness and poor visibility in general reduces your speed to three-quarters normal, instead of one-half.
Normal
Regular attack roll modifiers for invisible attackers trying to hit you apply, and you lose your Dexterity bonus to AC. The speed reduction for darkness and poor visibility also applies.
Special
The Blind-Fight feat is of no use against a character who is the subject of a blink spell.

