Mythic Hag, Annis


This repulsive, hunchbacked crone has skin the color of a fresh bruise. Despite her hunch, she looms taller than a human.

Mythic Annis Hag CR 7/MR 3

XP 3,200
CE Large monstrous humanoid (mythic)
Init +1; Senses darkvision 60 ft.; Perception +13


AC 23, touch 10, flat-footed 22 (+1 Dex, +13 natural, –1 size)
hp 96 (7d10+58)
Fort +8, Ref +6, Will +6
Defensive Abilities steelskinMA; DR 5/bludgeoning and epic; SR 20


Speed 40 ft.
Melee bite +14 (1d6+8), 2 claws +14 (1d6+8 plus grab)
Space 10 ft.; Reach 10 ft.
Special Attacks fearful strengthMA, grisly grapplerMA, irongripMA, mythic power (3/day, surge +1d6), rend (2 claws, 2d6+12)
Spell-Like Abilities (CL 7th; concentration +7)


Str 27, Dex 12, Con 18, Int 13, Wis 13, Cha 10
Base Atk +7; CMB +16 (+20 grapple); CMD 27
Feats Alertness, Blind-FightMF, Great FortitudeMF, Intimidating Prowess
Skills Bluff +7, Diplomacy +7, Intimidate +18, Perception +13, Sense Motive +3, Stealth +7
Languages Common, Giant


Fearful Strength (Ex)

The iron grip and bloodthirsty ferocity of a mythic annis hag belie her lanky build. Whenever a mythic annis hag confirms a critical hit with a natural weapon or successfully grapples or rends a target, she can make an Intimidate check to demoralize that creature as a swift action. If she expends one use of her mythic power, she can demoralize the target as a free action and if the Intimidate check succeeds the target is frightened instead of shaken.

Grisly Grappler (Ex)

When a mythic annis hag succeeds on a combat maneuver check to grapple a target, she can deal her rend damage to that creature as a swift action even if she hits with only one claw. In addition, if she bites a target she has grappled she gains a +4 bonus on her attack roll and deals 1d6 points of bleed damage on a successful hit, or 1d3 points of Constitution bleed on a critical hit.

Irongrip (Ex)

When a mythic annis hag successfully grapples a creature, she can maintain her grapple in subsequent rounds as a move action. Alternatively, she may spend one use of her mythic power to maintain a grapple as a swift action; if this check succeeds, she gains a +4 bonus on attack rolls or combat maneuver checks she makes against her grappled target until the end of her turn.

Steelskin (Ex)

The skin of a mythic annis hag is as hard as enchanted steel, and blades that strike her become notched and dull. Any weapon striking her takes 3d6 points of damage, reduced by the hardness of the weapon. Weapons that take damage in excess of their hardness gain the broken quality. The penalties for the broken condition are applied before resolving the attack against the hag; if the attack roll penalty from the broken condition would cause the attack to miss her AC, the attack deals no damage. A weapon that is destroyed by this damage likewise deals no damage. Piercing or slashing weapons lose 1 point of hardness each time they hit the hag (DC 17 Fort negates). Lost hardness can be repaired by make whole, but mending has no effect. The save DC is Constitution-based. Also known as black hags or iron hags, annis hags are the largest and most physically intimidating of their foul brood. Known for their iron-hard, wart-covered skin that varies from shades of deep blue to black and their claws like rusty blades, annis hags forgo much of the cunning and deceptiveness of their kind to revel in the more visceral evils of torture and slaughter. The typical annis hag stands just over 8 feet tall and weighs upward of 300 pounds.


Environment cold marshes
Organization solitary or coven (1 mythic annis hag plus 2 hags of any kind)
Treasure standard

Dwelling in dark caves, tangled hollows, and cursed ruins deep within frozen swamps or icy moors, annis hags stalk forth by night to sow fear and hunt the unwary. Although possessed of cunning minds, annis prove more decadent than most other hags, frequently indulging in their taste for living flesh and the music of pleading screams. Unlike green hags, they use their ability to assume humanoid form not to infiltrate societies but to lure victims into a false sense of security before attacking—often posing as travelers in need of aid or pilgrims seeking to share a camp.

Annis hags find the flesh of children, young animals, and the pure of heart particularly pleasing, both for the tenderness of such meals and for the sorrow such murders spread. After gorging themselves, these hags delight in stripping the skin from their victims, often garbing themselves in the grisly trophies. They are also known to retain and even preserve identifiable portions of their victims (such as heads) for later use in spreading misery. An annis who eats the children of a local farmer might keep the heads (or at least the faces) handy to return to the victims’ parents, for example—often in the guise of an anonymous gift. The most insidious of annis hags present these gifts in ways that implicate friends or family in the victim’s death.

Like most hags, annis sometimes join covens of their repulsive sisters, though many prove resistant to such cooperation. They are particularly unlikely to join covens that already include other annis, though groups of related annis—typically horrible triplets—are not unknown. A typical annis coven consists of one annis leader along with two green hags or sometimes even a witch or two. Annis covens often seek to recruit additional creatures as guardians and are particularly fond of trolls and ogres for such roles.

Section 15: Copyright Notice

Faerie Bestiary (PF1) © 2023, Legendary Games; Authors Jason Nelson, Mike D. Welham, Matt Goodall, Victoria Jaczko, Alistair J. Rigg, Greg A. Vaughan, Tom Phillips

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