|Size/Type:||Medium Monstrous Humanoid|
|Hit Dice:||9d8+9 (49 hp)|
|Speed:||30 ft. (6 squares), swim 30 ft.|
|Armor Class:||22 (+1 Dex, +11 natural), touch 11, flat-footed 21|
|Attack:||Claw +13 melee (1d4+4)|
|Full Attack:||2 claws +13 melee (1d4+4)|
|Space/Reach:||5 ft./5 ft.|
|Special Attacks:||Spell-like abilities, weakness, mimicry|
|Special Qualities:||Darkvision 90 ft., spell resistance 18|
|Saves:||Fort +6, Ref +7, Will +7|
|Abilities:||Str 19, Dex 12, Con 12, Int 13, Wis 13, Cha 14|
|Skills:||Concentration +7, Craft or Knowledge (any one) +7'), Hide +9, Listen +11, Spot +11 Swim +12|
|Feats:||Alertness, Blind-Fight, Combat Casting, Great Fortitude|
|Organization:||Solitary or covey (3 hags of any kind plus 1-8 ogres and 1-4 evil giants)|
|Alignment:||Usually chaotic evil|
|Advancement:||By character class|
Green hags are found in desolate swamps and dark forests.
A green hag is about the same height and weight as a female human.
Green hags prefer to attack from hiding, usually after distracting foes. They often use darkvision to their advantage by attacking during moonless nights.
At will—dancing lights, disguise self, ghost sound (DC 12), invisibility, pass without trace, tongues, water breathing. Caster level 9th. The save DC is Charisma-based.
A green hag can weaken a foe by making a special touch attack. The opponent must succeed on a DC 16 Fortitude save or take 2d4 points of Strength damage. The save DC is Charisma-based.
A green hag can imitate the sounds of almost any animal found near its lair.
A green hag has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.