This hairless hag has pitted coal-black skin and jagged teeth that glow like hot iron. Curved claws sprout from her withered fingers and toes.
Flue Hag CR 4
Str 15, Dex 18, Con 14, Int 13, Wis 12, Cha 15
Base Atk +5; CMB +7; CMD 21
Feats Deceitful, Skill Focus (Escape Artist), Stealthy
Skills Acrobatics +5, Bluff +6, Climb +16, Disguise +7, Escape Artist +12, Intimidate +6, Knowledge (local) +4, Perception +9, Stealth +12 (+16 in darkness), Survival +5; Racial Modifiers +4 Stealth in darkness
Languages Common, Goblin
A flue hag radiates an aura of misfortune in a 30 ft. radius. Any creature that enters this area must succeed at a DC 14 Will save or suffer misfortune for 3 rounds. Anytime a creature affected by misfortune makes an ability check, attack roll, saving throw, or skill check, it must roll twice and take the worse result. Hags are immune to this ability. Creatures that are affected by this power or that successfully save against it cannot be affected again by the same hag’s aura of misfortune for 24 hours. The save DC is Charisma-based.
Twice per day a flue hag can belch forth a gout of blinding and choking soot, as a standard action. Any creature within a 20-foot radius burst must succeed at a DC 14 Fortitude save or become blinded and sickened for 2 rounds. Hags are immune to this effect. The save DC is Charisma-based.
A flue hag’s jagged teeth are supernaturally hot, allowing her to deal an additional 1d6 points of fire damage with her bite attack.
Environment any urban or underground
Organization solitary, pair, or coven (3 hags of any type)
Nocturnal and vicious, flue hags terrorize communities across the lands. Also known as hearth-witches, these twisted and desiccated crones are rarely mentioned by superstitious folk for fear of attracting misfortune. Living in underground lairs near settlements, they emerge at night to spread mischief and feed on the flesh of innocents. Flue hags also inhabit cities and towns. By day, these urban hags hide in chimney flues, attics and cellars. After dusk, they sneak out in search of victims and opportunities to spread misery. In cities that can support the appetites of more than one flue hag, they join at night to hunt in pairs or impromptu covens of three.
Flue hags are expert climbers, resistant to fire, and have disjointed limbs that allow them to squeeze into small spaces. Cunning and wicked, they disguise themselves using alter self to trick their targets or to spy on their changeling offspring. When faced with resistance, they bellow forth a burst of soot to gain an advantage or aid their escape. A typical flue hag stands 5 feet tall and weighs 100 pounds.
Though they prefer to torment benevolent folk, flue hags also bedevil goblinoid communities, coercing and menacing weaker individuals into servitude.
Flue hags form covens similar to other hags. If a hag coven contains at least one flue hag, when all three hags of the coven are within 10 feet of one another, each flue hag gains a +3 luck bonus to the DC of her aura of misfortune. A creature simultaneously affected by the aura of more than one flue hag suffers no additional penalties.
Wayfinder #11. © 2014, Paizo Fans United; Authors: Charlie Bell, Janet Bell, Robert Cameron, Ryan Costello, Jr., Sarah Counts, Guy Fox, Mark Garringer, Christoph Gimmler, Wojciech Gruchala, Jesper Haglund, Sam Harris, Kiel Howell, Chris Jarvis, Joseph Kellogg, Joe Kondrak, Thomas LeBlanc, John Leising, Anthony C. Li, Nathanael C. Love, Ron Lundeen, Damien McGurrell, Jacob W. Michaels, Yanick Moreau, Ed Ortiz, Jr., Matt Roth, Matt Rupprecht, *Russell Schneider, Mark Seifter, Margherita Tramontano, James Tyner, Christopher Wasko, Neil Spicer, Todd Stewart, Tanith Tyrr, Linda Zayas-Palmer.