FREQUENCY: Very Rare
NO. APPEARING: 1
ARMOR CLASS: 9
MOVE: 9”
HIT DICE: 2
% IN LAIR: Nil
TREASURE TYPE: Nil
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 1-3/1-3
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: 35% against first-level spells
INTELLIGENCE: Average
ALIGNMENT: Neutral evil
SIZE: S (3’ tall)
PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil
The worry-hag is a denizen of the lower planes, specifically the glooms of Hades, where they act as minor servitors to the various forms of greater hags and daemons that rule those planes. They are also not unknown on the adjoining planes of Gehenna and Tarterus. It pleases the rulers of these planes to sometimes send their minions to the Prime Material Plane to either serve wicked spell-casters as familiars, to act as spies or advance scouts for their masters, or simply to wreak havoc on their own. Worry-hags are created from larvae in a process similar to that by which imps and quasits are created (q.v.). If a special familiar is indicated when casting a find familiar spell, and the caster is of neutral evil alignment, a worry-hag will be the result.
In their natural state, they appear as miniature and very ugly women, with black faces which are at once withered and bulbous. They are fond of dressing in many layers of gloomy clothing, with various shades of black, brown, and grey. Their eyes are deep pits of glossy black. The worry-hag can assume two of the following forms, at will: owl, black faun, hare, or constrictor snake.
When in its natural form, the worry-hag’s attack is by its tiny horny fists. In addition, the worry-hag is able to spit forth venomous bile once every 2 rounds. If it hits its target (range 2″, save vs. breath weapon or be hit), it will cause blindness (per the spell) for 2d6 turns. They also regenerate 1 h.p. per round. When in their fawn or hare forms, they have no physical attacks.
Regardless of its form, the worry-hag has at its command the following magical powers: ultravision, detect good, detect magic, and invisibility, all at will. Once per day it can cause confusion (as per the 7th level druid spell). They are immune to poison, paralysis, charm, suggestion, and normal weapons. Acid, fire, and cold-based attacks do half damage. For purposes of spell attacks against them, worry-hags are considered 7 hit dice creatures. They can also draw on the awesome intellects of the daemon-lords who create them. The worry-hag’s magic resistance functions as does that of all daemons; it is 35% vs. first-level spells, then subtracts 5% per spell level. It is still as if the caster were 11th level.
When in the role of a familiar, the worry-hag gives to its “master” the following benefits and powers: a telepathic link allowing the “master” to share the worry-hag’s senses (including ultravision) up to a mile away. Within 1″ of its “master”, the worry-hag imparts its magic resistance of 35% against first-level spells and allows him or her to regenerate 1 h.p. per round. When within a mile of its “master”, the worry-hag adds one level of experience to him or her; when more than a mile away, one level is subtracted. If the familiar is slain, the “master” will lose 4 levels. Lastly, in addition to the normal course of its advice, it is able to open contact to the pits of Hades once per week, in order to help its “master” decide on a course of action. This contact functions as a commune spell, but 6 questions are allowed.
(This article is best viewed with the Tw Cen MT font installed on your PC.)
That is one disturbing picture…