Hags are monstrous humanoids that inhabit out of the way places and the nightmares of humans; hags are ravenous and are normally terribly evil. Their destruction and evil plots have earned them many enemies, because of this they multiply rapidly, either shape-shifting into pretty forms or charming their partners. Hag offspring are almost always female. Legends say that hags can change their unborn child for that of a human female while she sleeps. They further state that any mother who brings such a child to term is then slain by the hag-child she carries. A hagling is usually raised by her father’s people , but is sometimes taken away by the hag immediately, given the devious plans of many hags it seems likely that the child is a pawn the Hag plans to use for some future plan and the father and the upbringing chosen for the Hagling is designed to shape her to that end. Legends suggest that Haglings can become true hags during their lifetimes.

Haglings characters are usually female, male haglings rarely survive a pregnancy, those that do are always smaller fraternal twins of a dominant female hagling. Male haglings are runts and must take one character flaw without any net bonus.

Random Hagling Starting Ages

Adulthood Intuitive1 Self-Taught2 Trained3
15 years +1d4 years (16 - 19 years) +1d6 years (16 - 21 years) +2d6 years (17 - 27 years)

1 This category includes barbarians, oracles, rogues, and sorcerers.
2 This category includes bards, cavaliers, fighters, gunslingers, paladins, rangers, summoners, and witches.
3 This category includes alchemists, clerics, druids, inquisitors, magi, monks, and wizards.

Random Hagling Height and Weight

Base Height Height Modifier Base Weight Weight Modifier
4 ft. 2 in. +2d4 in. (4 ft. 4 in. - 4 ft. 10 in.) 85 lbs. +(2d4?5 lbs.) (95 - 125 lbs.)

Standard Racial Traits

Ability Score Racial Traits: Hagling characters gain a +2 Bonus to Intelligence and Charisma and a -2 penalty to Strength.
Type: Haglings are Humanoid creatures with a subtype dependent on the father, Human, Goblinoid, Draconic (Kobold), Ork, Dwarf, and Elven are possible. [[For the Aegis campaign, only low-folk races are available]]
Size: Haglings are Medium creatures and thus have no bonuses or penalties due to their size. Goblinoid and Draconic (Kobold) Haglings have been known to be size small, but that isn’t normally the case.
Base Speed: Haglings have a base speed of 30 feet.
Languages: Haglings begin play speaking Common and the language of their father (Goblin, Draconic, Ork, Dwarven, Elven). Haglings with high Intelligence scores can choose any bonus languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.

Feat and Skill Racial Traits

Father’s Path: Haglings receive a +2 racial bonus to a single skill depending on the race of their father. Human (choose any 1), Elf (Diplomacy), Dwarf (Survival), Gnome (Craft), Ork (Intimidate), Goblin (Stealth), Kobold ( Craft).

Tooth and Nail: Haglings nails are long and sharp, and count as natural weapons that deal 1d3 points of damage (1d2 for a Small Hagling). These attacks are secondary attacks. If trimmed, the hagling’s nails regrow to their normal size in 1d4 days. Haglings also have powerful jaws capable of crushing bones, however, they are rarely able to use these in combat.

Hag’s Blessing:

Haglings gain a bonus or special ability based on their mother’s Hag type.

  • Annis: Haglings descended from Annis Hags increase the damage from their Claws to 1d4 and gain a 1d4 damage Bite attack. (1d3 for small haglings) An Annis hagling may as a full round action use enlage person (self only) as a spell like ability a number of times equal to her int modifier. The caster level of this effect is 1/2 character level.
  • Green: Haglings descended from Green Hags gain a +2 racial bonus when using Charisma skills on characters that are sexually attracted to her. A Green Hagling can imitate the sound of any animal they are familiar with and receive a +2 bonus to Disguise checks and to Bluff checks that rely on imitating speech.
  • Night: Haglings descended from Night Hags extend their Darkvision to 120ft. If a a Night hagling acquires the heartstone of a true night hag she may preserve its defensive magic bonuses for as long as it remains with the hagling, it occupies the amulet slot. 1/day they may as a touch attack remove the low-light vision and/or Darkvision of a target living creature for 1 minute per point of intelligence modifier, Fort Save Negates DC 10 +1/2 level + Int modifier.
  • Sea Hags: Haglings descended from Sea Hags gain a Swim Speed of 20 feet and can breathe underwater. 1/day they may as a touch attack remove the ability of a living creature to breath underwater for 1 minute per point of intelligence modifier, Fort Save Negates DC 10 +1/2 level + Int modifier.
  • Brujah (White Hags): Haglings descended from Brujah gain a +1 caster level bonus when casting Healing spells. A white hagling may employ stabilize as a spell like ability on a creature within 5 ft as a free action a number of times per day equal to their intelligence modifier
  • Blood: Haglings descended from Blood Hags do not suffer Bleed damage. For number of rounds per day equal to their intelligence modifier a blood hagling employing natural attacks or single target spells may inflict festering wounds that are difficult to heal. All forms of healing have only half effect when healing such wounds, which often yield ugly scars.

Senses Racial Traits

Darkvision: Haglings can see in the dark up to 60 feet.

Other Racial Traits

Mixed Blood: Haglings count as both hags and the race of their father for any effect related to race.
Coven: Haglings can form or join covens with other Haglings or with True Hags. A coven which does not contain any True Hags is a much weaker entity than a True Hag Coven. The abilities of a Hagling Coven are limited to: alter self, animate dead, blight (DC 15), bestow curse (DC 15), clairaudience/clairvoyance, charm person (DC 14), dream, speak with dead. A Hagling who acquires the coven class ability is treated as a full-fledged hag for the purposes of coven. Whenever all three hags of a particular coven are within 10 feet of one another, all three of them can work together to use one of their spell-like abilities. 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 Intelligence-based, and function as if with an Intelligence score of 16 unless one of the hags has a higher Intelligence score, in which case the spell-like ability DCs are adjusted by that hag's Intelligence modifier. At the GM's discretion, certain more powerful hag covens might have additional spell-like abilities.

Favored Class Options

The following favored class options are available to all characters of this race who have the listed favored class, and unless otherwise stated, the bonus applies each time you select the favored class reward.

Oracle Add +1/2 to the oracle's level for the purpose of determining the effects of the oracle's curse ability.
Rogue The rogue gains 1/6 of a new rogue talent. (1/5 for Aegis)
Witch The witch gains 1/6 of a new Hex. (1/5 for Aegis)

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