Hag, Qallupilluk

This monstrous crone with scaly green skin and wicked claws reeks of sulfur.

Qallupilluk CR 4

XP 1,200
CE Medium monstrous humanoid (aquatic, hag)
Init +3; Senses darkvision 60 ft.; Perception +11; Aura stench (DC 16, 10 rounds)

AC 16, touch 13, flat-footed 13 (+3 Dex, +3 natural)
hp 38 (4d10+16)
Fort +5, Ref +7, Will +5
Immune cold

Speed 30 ft., burrow (ice and snow only) 30 ft., swim 40 ft.
Melee 2 claws +8 (1d6+4 plus grab)
Special Attacks pounce
Spell-Like Abilities (CL 6th; concentration +8)

3/day—water breathing (DC 15)

Str 19, Dex 16, Con 18, Int 12, Wis 13, Cha 15
Base Atk +4; CMB +8 (+12 grapple); CMD 21
Feats Skill Focus (Perception, Stealth)
Skills Bluff +6, Knowledge (any one) +5, Perception +11, Stealth +13, Swim +19
Languages Common, Giant
SQ amphibious, ice glide, icewalking

Environment cold aquatic
Organization solitary
Treasure standard

Ice Glide (Su) A burrowing qallupilluk can pass through nonmagical ice and snow as easily as a fish swims through water. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other sign of its presence. A control water spell cast on an area containing a burrowing qallupilluk flings the qallupilluk back 30 feet, stunning the creature for 1 round unless it succeeds on a DC 15 Fortitude save.
Icewalking (Ex) This ability works like the spider climb spell, but the surfaces the qallupilluk climbs must be icy. The qallupilluk can move across icy surfaces without penalty and does not need to make Acrobatics checks to run or charge on ice.

A qallupilluk is an aquatic hag that dwells in ice-covered oceans. She periodically emerges from the waves to feed upon arctic travelers, but is even more notorious for abducting young girls. Unable to bear children, a qallupilluk produces more of her kind by forcefully adopting members of various humanoid species, whom she spirits beneath the waves and keeps from drowning with her spell-like abilities. Upon reaching puberty, a humanoid girl held captive by a qallupilluk develops into a hag instead of an adult member of her own race.

Hag Traits

Hags are a diverse race of evil crones with a penchant for evil schemes. Their race includes all creatures with “hag” in their name, as well as all creatures with the hag subtype.

While hags are varied in their powers, they all share the ability to form a coven.

Coven (Su) Three hags of any type working in unison can form a coven that possesses increased magical ability. Whenever all three hags of a particular coven are within 10 feet of one another, all three of them can work together to use any of the following spell-like abilities: animate dead, baleful polymorph (DC 18), blight (DC 17), bestow curse (DC 17), clairaudience/clairvoyance, charm monster (DC 17), commune, control weather, dream, forcecage, mind blank, mirage arcana (DC 18), reincarnate, speak with dead, veil (DC 19), vision. All three hags must take a full-round action to take part in this form of cooperative magic. All coven spell-like abilities function at CL 9th (or at the highest CL available to the most powerful hag in the coven). The save DCs are Charisma-based, and function as if with a Charisma score of 16 unless one of the hags has a higher Charisma score, in which case the spell-like ability DCs are adjusted by that hag’s Charisma modifier.

At the GM’s discretion, certain more powerful hag covens might have additional spell-like abilities.

Section 15: Copyright Notice – Epic Meepo Presents

Epic Meepo Presents: Monsters. © 2011-2012, Eric Morton.
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