Hexenbeist.JPG

Hexenbeist Creature1
“A monster, which the Blatant beast men call, a dreadful fiend of gods and men ydrad.” – Edmund Spencer

Witchcraft-wielding hags often employ subservient hexenbeist to help them carry out their wicked schemes. These beasts are captured, tortured, and transformed into malevolent monsters by the hag’s powerful magical hexes.

Appearance Changes
Hexenbeist take on a similar appearance to the hag that created them (see Monsters of Porphyra 2). They also are marked by a glowing, purple rune that floats near their head as a symbol of their binding to the hag.

Creating a Hexenbeist Creature
“Hexenbeist” is a template that can be added to any corporeal living creature (referred hereafter as the base creature. A hexenbeist uses the base creature’s stats and abilities except as noted here.

CR: +1*

Alignment: NE

AC: Increase the base creature’s natural armor bonus by +2.

Defensive Abilities: Hexenbeist gain an immunity based upon their hag patron.

  • Briny: none
  • Cave: illusion spells
  • Glacier: cold
  • Lunar: mind-affecting, stun
  • Maelstrom: electricity
  • Quagmire: disease, poison

Special Abilities: All hexenbeist gain a hex gaze that deals poison damage determined by the patron. If the hexenbeist does not have eyes this is a gained touch attack instead.

Poison Gaze (Su) gaze—30 ft. range; save F-DC 10 + ½ base creature’s Hit Dice + Charisma modifier; frequency 1/round for 1 round; cure 1 save

  • Briny: effect 1d4 Int.
  • Cave: effect 1d4 Cha.
  • Glacier: effect 1d4 Con.
  • Lunar: effect 1d4 Wis.
  • Maelstrom: effect 1d4 Dex.
  • Quagmire: effect 1d4 Str.

Abilities: +4 Str, +4 Con, -2 Cha, Intelligence must be at least 3.

Languages: All hexenbeist may communicate telepathically with their hag patron up to 10 miles.

SQ: Hexenbeist with a briny hag patron gains the water breathing special ability.

Organization: solitary

Treasure: none

* It is possible for a coven of different hags to all place their hex upon a hexenbeist. In this case increase the CR +1 per two additional hexes. The damage from the gaze attack of different ability types stacks, so a briny, cave hexenbeist will deal 1d4 Intelligence and 1d4 Charisma with its gaze.


Sample Hexenbeist
For sample hexenbeist it was decided to apply the template to a dire boar and a gynosphinx.

Lunar Hexenboar (CR 5; XP 1,600)
NE Large animal
Init +4; Senses low-light vision, scent; Perception +12
Defense
AC 17, touch 9, flat-footed 17
(+8 natural, –1 size)
hp 52 (5d8+30)
Fort +9, Ref +4, Will +2
Defensive Abilities ferocity; Immune mind-affecting, stun
Offense
Speed 40 ft.
Melee gore +2 (2d6+12)
Special Attacks poison gaze
Statistics
Str 27, Dex 10, Con 21, Int 3, Wis 13, Cha 6
Base Atk +3; CMB +10; CMD 20
Feats Improved Initiative, Skill Focus (Perception), Toughness
Skills Perception +12
Languages telepathy 10 mi. (lunar hag only)
Ecology
Environment forest
Organization solitary
Treasure none
Special Abilities
Poison Gaze (Su) gaze—30 ft. range, save F-DC 15; frequency 1/round for 1 round; effect 1d4 Con; cure 1 save


Maelstrom Hexensphinx (CR 9; XP 6,400)
NE Large magical beast
Init +5; Senses darkvision 60 ft., low-light vision; Perception +21
Defense
AC 23, touch 10, flat-footed 22
(+1 Dex, +13 natural, –1 size)
hp 114 (12d10+48)
Fort +13, Ref +9, Will +10
Immune electricity
Offense
Speed 40 ft., fly 60 ft. (poor)
Melee 2 claws +19 (2d6+8/19–20)
Space 10 ft.; Reach 5 ft.
Special Attacks poison gaze, pounce, rake (2 claws +17, 2d6+6)
Spell-Like Abilities (CL 12th; concentration +15)
Constant—comprehend languages, detect magic, read magic, see invisibility
3/day—clairaudience/clairvoyance
1/day—dispel magic, locate object, remove curse, legend lore
1/week—any one of the following: symbol of fear (W-DC 20), symbol of pain (F-DC 19), symbol of persuasion (W-DC 20), symbol of sleep (W-DC 19), symbol of stunning (W-DC 21); all symbols last for 1 week maximum
Statistics
Str 26, Dex 13, Con 20, Int 18, Wis 19, Cha 17
Base Atk +12; CMB +21; CMD 32 (36 vs. trip)
Feats Alertness, Combat Casting, Hover, Improved Critical (claw), Improved Initiative, Iron Will
Skills Bluff +14, Diplomacy +14, Fly +7, Intimidate +14, Knowledge (any two) +6, Perception +21, Sense Motive +19, Spellcraft +12
Languages Common, Draconic, Sphinx; telepathy 10 mi. (maelstrom hag only)
Ecology
Environment desert, hills
Organization solitary
Treasure none
Special Abilities
Poison Gaze (Su) gaze—30 ft. range, save F-DC 15; frequency 1/round for 1 round; effect 1d4 Dex; cure 1 save

On Porphyra
The legacy of the hateful race of hags on Porphyra has been one of amoral opportunism, betraying the Elementalist movement to the Deist side, in exchange for the power of the Realms Beyond, through the destructive god Mâl. This ruinous god’s disciples taught the various hag orders how to subvert the will of other beings, thus enabling the spiritual annihilation of hexenbeist. Areas that abound in powerful monsters are prime recruitment grounds for hags seeking to create hexenbeist, and many have been seen in the wild Northlands surrounding the Jheriak Continuance and the border marches of Ghadab.