Fortitude +14, Reflex +17, Will +17
Acrobatics +15, Athletics +18, Deception +19, Diplomacy +17, Occultism +16, Stealth +17
Bloodsense 90 feet Imprecise, Darkvision
Aklo, Chthonian, Common, Diabolic, Jotun
Bleed
Fire 10
Cold Iron 10
Actions & Abilities
Jaws
Damage: 2d12+7 Piercing
Claw
Damage: 2d8+7 Slashing
Firebolt
Damage: 5d6 Fire
Bloodsense (Imprecise) 90 feet
A blood hag can sense the presence of blood and creatures with blood. They can tell the difference between spilled blood and the blood within a living creature.
Borrowed Skin
A blood hag wears a covering of skin stolen from a humanoid creature they've killed, hiding their true form. They appear as the creature whose skin they're wearing, including to spells that would detect that creature. Creatures can still potentially detect the deception as described in the action.
Spreading coarse salt inside the skin prevents the hag from putting it back on, forcing them to keep their fiery form until they kill another humanoid and spend 1 hour turning it into a new disguise.
Coven
A blood hag adds , , and to their coven's spells.
Assume Fiery Form
The blood hag removes their borrowed skin and transforms into a brilliant ball of fire. They become amorphous (allowing them to move through a gap at least 1 foot wide without Squeezing and move at full Speed while Squeezing), gain the fire trait and a fly Speed of 60 feet, become immune to fire, and emit light as a torch. They lose their melee Strikes and can't Drain Blood, but they deal 4d6[fire|options:area-damage] damage with a save to each creature that touches them, including a creature that hits them with an unarmed attack or a weapon attack from an adjacent space. If their skin is intact and they're adjacent to it, they can Interact to return to their normal form inside the skin.
The hag can choose to Assume Fiery Form as a single action, bursting through their skin in a blast of flames. Doing so destroys their borrowed skin and deals 9d6[fire|options:area-damage] damage to all creatures in a with a save.
Drain Blood
Requirements A , , , , or willing creature is within the blood hag's reach
Effect The hag sinks their fangs into the creature to drink its blood. This requires a successful Athletics check against the victim's Fortitude DC if the victim is grabbed and is automatic for any of the other conditions. The victim becomes Drained 1. The hag regains 15 Hit Points, gaining any excess HP as temporary Hit Points that last for 1 hour. Drinking blood from a creature that's already drained doesn't restore any Hit Points to the hag but increases the victim's drained value by 1, killing the victim when it reaches Drained 5.
A victim's drained condition decreases by 1 per week. A blood transfusion, which requires a successful check and sufficient blood or a blood donor, reduces the drained condition by 1 after 10 minutes.
Grab
Spellcasting
DC 26
DC 26
Creature Abilities
Bloodsense (Imprecise) 90 feet. A blood hag can sense the presence of blood and creatures with blood. They can tell the difference between spilled blood and the blood within a living creature.
Borrowed Skin. A blood hag wears a covering of skin stolen from a humanoid creature they've killed, hiding their true form. They appear as the creature whose skin they're wearing, including to spells that would detect that creature. Creatures can still potentially detect the deception as described in the action.
Spreading coarse salt inside the skin prevents the hag from putting it back on, forcing them to keep their fiery form until they kill another humanoid and spend 1 hour turning it into a new disguise.
Coven. A blood hag adds , , and to their coven's spells.
Assume Fiery Form. The blood hag removes their borrowed skin and transforms into a brilliant ball of fire. They become amorphous (allowing them to move through a gap at least 1 foot wide without Squeezing and move at full Speed while Squeezing), gain the fire trait and a fly Speed of 60 feet, become immune to fire, and emit light as a torch. They lose their melee Strikes and can't Drain Blood, but they deal 4d6[fire|options:area-damage] damage with a save to each creature that touches them, including a creature that hits them with an unarmed attack or a weapon attack from an adjacent space. If their skin is intact and they're adjacent to it, they can Interact to return to their normal form inside the skin.
The hag can choose to Assume Fiery Form as a single action, bursting through their skin in a blast of flames. Doing so destroys their borrowed skin and deals 9d6[fire|options:area-damage] damage to all creatures in a with a save.
Drain Blood. Requirements A , , , , or willing creature is within the blood hag's reach
Effect The hag sinks their fangs into the creature to drink its blood. This requires a successful Athletics check against the victim's Fortitude DC if the victim is grabbed and is automatic for any of the other conditions. The victim becomes Drained 1. The hag regains 15 Hit Points, gaining any excess HP as temporary Hit Points that last for 1 hour. Drinking blood from a creature that's already drained doesn't restore any Hit Points to the hag but increases the victim's drained value by 1, killing the victim when it reaches Drained 5.
A victim's drained condition decreases by 1 per week. A blood transfusion, which requires a successful check and sufficient blood or a blood donor, reduces the drained condition by 1 after 10 minutes.
Source, license, and attribution
Source: Pathfinder Monster Core 2 (remaster-core-2026-08-10)
This product is licensed under the ORC License located at the Library of Congress at TX 9-307-067 and available online at various locations. All warranties are disclaimed as set forth therein. Attribution: Pathfinder Monster Core 2 (c) 2025, Paizo Inc.; Authors: Alexander Augunas, Jesse Benner, Joshua Birdsong, Logan Bonner, Jason Bulmahn, James Case, Jessica Catalan, John Compton, Paris Crenshaw, Adam Daigle, Katina Davis, Jesse Decker, Darrin Drader, Felix Dritz, Brian Duckwitz, Robert N. Emerson, Scott Fernandez, Eleanor Ferron, Hexe Fey, Benjamin Fields, Keith Garret, Scott Gladstein, Leo Glass, Matthew Goodall, Alice Grizzle, T.H. Gulliver, Sen H.H.S., Steve Hammond, Tim Hitchcock, Joan Hong, Vanessa Hoskins, James Jacobs, Brian R. James, Michelle Jones, TJ Kahn, Mikko Kallio, Jason Keeley, Joshua Kim, Avi Kool, John Laffan, Lyz Liddell, Luis Loza, Colm Lundberg, Ron Lundeen, Mahpiya, Philippe-Antoine Menard, Jacob W. Michaels, Patchen Mortimer, Dennis Muldoon, Andrew Mullen, Quinn Murphy, Dave Nelson, Jason Nelson, K. Tessa Newton, Tim Nightengale, Samantha Phelan, Randy Price, Stephen Radney-MacFarland, BJ Recio, Jessica Redekop, Mikhail Rekun, Patrick Renie, Alex Riggs, David N. Ross, Simone D. Sallé, Michael Sayre, David Schwartz, Mark Seifter, Chris Sims, Rodney Sloan, Shay Snow, Kendra Leigh Speedling, Amber Stewart, Jeffrey Swank, Tan Shao Han, Russ Taylor, William Thompson, Jason Tondro, Clark Valentine, Ruvaid Virk, Andrew White, Landon Winkler, and Linda Zayas-Palmer. Adaptation: Myth Meister PF2e Remaster Compendium, 2026. If you use this Adapted Licensed Material, please credit Myth Meister. The normalized rules records and rules-reference text in the Myth Meister PF2e Remaster Compendium are Adapted Licensed Material offered under the ORC License. Reserved Material in this product includes the Myth Meister name and logos, application source code, visual design and trade dress, and original campaign content. Pathfinder, Paizo, product logos, artwork, maps, trade dress, setting lore, characters, deities, locations, organizations, events, plots, and other Paizo Reserved Material are not included. Myth Meister is not affiliated with or endorsed by Paizo Inc. Expressly Designated Licensed Material: None.