Gorska Makva (Wood Hag), “The Whispering Terror of the Forest”
The Gorska Makva, a sinister Wood Hag of Balkan forests, weaves shadows, twisted roots, and mortal fears into dark bargains that lure the unwary into her night-haunted domain.

The Gorska Makva is a twisted, hunched crone whose pallid, mottled skin resembles decaying bark. Her hair hangs in tangled mats of moss and leaves, and her eyes glint with a cold, eerie light. Long, clawed fingers resemble blackened roots, and her voice creaks like the wind through dead branches. When she moves, the forest seems to shiver in sympathy, and the air carries a faint, musty chill.
Behaviour
Gorska Makvas are patient, cruel predators who delight in terror and manipulation. They stalk the edges of settlements at night, whispering familiar voices to lure children or isolated travelers. Direct violence is a last resort; they prefer to sap fear and energy first, prolonging the suffering of their victims.
Habitat
These hags dwell in dense forests, misty mountainsides, and overgrown ruins of the Balkan region. Their lairs are hidden within hollow trees, root-choked caves, or crumbling huts, and are often marked by eerie silence, shriveled vegetation, and small fetishes of bone, doll fragments, or carved wood hung from branches.
Modus Operandi
The Gorska Makva relies on deception, illusions, and mimicry to isolate and ensnare her prey. She imitates loved ones’ voices to lure victims into the woods, invades homes as a shadow or chill wind, and whispers nightmares to weaken the spirits of the living. In combat, she combines clawed attacks with hexes, minor curses, and summoned shadows, disappearing into the forest if the fight turns against her.
Motivation
Driven by envy, malice, and a hunger for fear and innocence, the Gorska Makva seeks to destroy what she cannot have: the warmth of family and the joy of youth. Legends suggest she is bound to darker forest powers, spreading terror to consolidate the wild’s dominion and strengthen her own dark longevity.
Gorska Makva 5e 2024
Gorska Makva, Pathfinder 1E
Wood Hag 3.5
Gorska Makva (Wood Hag)

Medium fey, neutral evil
Armor Class 17 (natural armor)
Hit Points 112 (15d8 + 45)
Speed 30 ft., climb 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
14 (+2) | 16 (+3) | 16 (+3) | 14 (+2) | 18 (+4) | 20 (+5) |
Saving Throws Dex +6, Wis +7, Cha +8
Skills Deception +8, Insight +7, Perception +7, Stealth +6
Damage Resistances psychic, necrotic
Condition Immunities charmed, frightened, poisoned
Senses darkvision 60 ft., passive Perception 17
Languages Common, Sylvan, Infernal
Challenge 8 (3,900 XP)
Proficiency Bonus +3
Innate Spellcasting
The Gorska Makva’s innate spellcasting ability is Charisma (spell save DC 16). She can innately cast the following spells, requiring no material components:
- At will: druidcraft, thaumaturgy
- 3/day each: disguise self, entangle, sleep
- 1/day each: fear, phantasmal force, plant growth
Special Traits
One with the Woods. While motionless in forest terrain, the Gorska Makva is indistinguishable from a log, tree stump, or shadow among roots.
Magic Resistance. The Gorska Makva has advantage on saving throws against spells and other magical effects.
Speak with Beasts and Plants. She can communicate with beasts and plants as if they shared a language.
Forest Trickery. Difficult terrain composed of plants doesn’t cost her extra movement, and she ignores damage from thorns, brambles, or similar hazards.
Actions
Multiattack. The Gorska Makva makes two attacks: one with her Claws and one with Nightmare Touch.
Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.
Nightmare Touch. Melee Spell Attack: +8 to hit, reach 5 ft., one target. Hit: 18 (4d8) psychic damage, and the target must succeed on a DC 16 Wisdom saving throw or be frightened until the end of its next turn.
Nightmare Whisper (Recharge 5–6). The Gorska Makva targets a sleeping creature within 30 feet. The target must succeed on a DC 16 Wisdom saving throw or take 22 (4d10) psychic damage and be frightened for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.
Reactions
Vengeful Mimicry. When a creature within 30 feet that she can see speaks a language she understands, the Gorska Makva can use her reaction to perfectly mimic that voice or another familiar voice. The next time a creature within 30 feet that hears the mimicry makes an attack roll or ability check before the end of its next turn, it has disadvantage on the roll.
Legendary Actions
The Gorska Makva can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. She regains spent legendary actions at the start of her turn.
- Move. The Gorska Makva moves up to her speed without provoking opportunity attacks.
- Claw Attack. The Gorska Makva makes one Claw attack.
- Shadow Step (Costs 2 Actions). The Gorska Makva teleports up to 30 ft. to an unoccupied space she can see that is in dim light or darkness.
Tactics
The Gorska Makva stalks prey from the shadows, isolating individuals by imitating beloved voices with Vengeful Mimicry. She uses Nightmare Whisper to sap courage and weaken sleeping foes, then closes to strike with Nightmare Touch and Claws. She fights to exploit forest terrain—blending into trunks and root-shadow—and uses Shadow Step to reposition or withdraw if the fight turns against her.
Gorska Makva (Wood Hag)

This gaunt, sharp-fanged crone lurks among twisted roots and mossy stumps, her voice shifting from tender lullabies to hollow screams, luring the unwary deeper into the forest’s grasp.
Gorska Makva (Wood Hag) CR 7
XP 3,200
NE Medium fey
Init +7; Senses darkvision 60 ft., low-light vision; Perception +15
Defense
AC 21, touch 13, flat-footed 18 (+3 Dex, +8 natural)
hp 95 (10d8+50)
Fort +8, Ref +10, Will +11
DR 10/cold iron; Resist acid 10, fire 10
Immune poison, fear effects
SR 18
Offense
Speed 30 ft., climb 20 ft.
Melee 2 claws +12 (1d8+4 plus nightmare touch)
Special Attacks mimic voice, nightmare touch, nightmare whisper
Space 5 ft.; Reach 5 ft.
Spell-Like Abilities (CL 10th; concentration +15)
- At will—dancing lights, disguise self, ghost sound, ventriloquism (DC 15)
- 3/day—charm person (DC 16), deep slumber (DC 17), entangle (DC 16), minor image (DC 16)
- 1/day—fear (DC 18), phantasmal killer (DC 18), plant growth
Special Abilities
Mimic Voice (Su) A Gorska Makva can perfectly mimic any voice she has heard. Creatures that hear the mimicry must succeed at a DC 18 Will save to disbelieve. This is a mind-affecting effect.
Nightmare Touch (Su) A creature struck by her claw must succeed at a DC 18 Will save or be shaken for 1d4 rounds. If already shaken, the victim instead becomes frightened for 1 round. This is a mind-affecting fear effect.
Nightmare Whisper (Su) As a standard action, the Gorska Makva can whisper into the dreams of a sleeping creature within 30 feet. The target must succeed at a DC 18 Will save or take 3d6 psychic damage and be affected as though by nightmare. This is a mind-affecting fear effect. Once used, this ability cannot be used again for 1d4 rounds.
One with the Woods (Ex) While motionless among trees, roots, or stumps, the Gorska Makva is indistinguishable from natural terrain. Observers must succeed at a DC 20 Perception check to notice her.
Save DCs are Charisma-based.
Statistics
Str 18, Dex 17, Con 20, Int 12, Wis 15, Cha 21
Base Atk +7; CMB +11; CMD 24
Feats Combat Reflexes, Improved Initiative, Iron Will, Skill Focus (Bluff), Weapon Focus (claw)
Skills Bluff +18, Disguise +18, Intimidate +15, Knowledge (nature) +11, Perception +15, Sense Motive +15, Stealth +16, Survival +13
Languages Common, Sylvan, Aklo
SQ change shape (disguise self, Small or Medium humanoid)
Ecology
Environment temperate or cold forests and mountains
Organization solitary or coven (3 hags of any type)
Treasure standard (often bone charms, carved idols, and jewelry stolen from victims)
Though part of the wider sisterhood of hags, the Gorska Makva is a creature of shadowed forests and mountain glens, weaving fear and illusion instead of brute strength. Villagers speak of her calling out in the voices of loved ones to lure hunters astray, or of sleepers who wake screaming after nights wracked by her whispered dreams.
Tactics
Before Combat A Gorska Makva conceals herself among roots or stumps, using disguise self and mimicry to lure prey.
During Combat She begins with entangle and deep slumber to disable, then closes in with claws infused with nightmare touch. She singles out the most fearful or weak-willed foe with nightmare whisper to break the group’s resolve.
Morale If reduced below 25 hp, the Gorska Makva retreats into shadow, using fear or phantasmal killer to scatter pursuers before vanishing deeper into the forest.
Wood Hag

The Makva, or the Wood Hag, is a relative of the other Hags and possibly the Night Hag.
Liber Mysterium
The Netbook of Witches and Warlocks
By Timothy S. Brannan and The Netbook of Witches and Warlocks Team
The Makva makes her home in the deepest forests where she feeds on unsuspecting travelers. She is particularly fond of children. Her normal appearance is very hag-like, tall (7’ tall), green skin with black hair, although some have been spotted with green or red hair.
She also has long clawed hands with nails as hard as iron talons. Their mouths are filled with rotting black teeth and foul breath.
The Wood Hag can appear as kindly grandmother, or a fetching young wood nymph as she chooses. The wood hag loves nothing more than to temp men of good character into a wanton embrace and then switch back to their normal form before killing them. She is also fond of attacking people as they sleep in the woods.
The wood hag is more solitary than the other Hags. More often than not a wood hag will be found alone. Wood hags often employ trolls to protect their homes and for mutual protection. At any given time there will be 2 to 12 trolls around the wood hag’s home. They will fight for the wood hag, but they are not commanded to do so.
They will retreat or flee if the combat goes against them. The wood hag will also ally her self with evil witches and warlocks. They have also been known to consort with demons and vampires as well. Makva do not get along well with Night Hags. Some have theorized that Makva were once part of the Night Hag “society” but were removed for being too chaotic.
Wood Hags have often been confused with witches and many of the tales told to frighten children about witch have been about wood hags. It is almost certain that the tale of Hansel and Gretel could have been about a wood hag (or even the witch Baba Yaga). Makva are believed to live up to 800 years, but this has never been confirmed. They have been known to keep harpies as pets. Wood Hags usually have a grove of Elder trees growing nearby.
Makva (Wood Hag) | |
Large monstrous humanoid (Hag) | |
Hit Dice | 8d8+8 (45 hp) |
Initiative | +2 (Dexterity) |
Speed | 40ft. |
AC | 17 (-1 size, +2 Dexterity, +6 natural) |
Attacks | 2 claws +12, bite +12 |
Damage | claw 3d6, bite 2d6 |
Face/Reach | 5ft. by 5ft/10ft. |
Special Attacks | Blood drain, Spells |
Special Qualities | Dark Vision 120ft., Fast Healing 5, Iron Vulnerability |
Saves | Fort +4, Ref +8, Will +8 |
Abilities | Strength 20, Dexterity 14, Constitution 15, Intelligence 16, Wisdom 15, Charisma 9 |
Skills | Concentration +12, Hide +10, Knowledge (Witchcraft) +9, Listen +8, Spot +8, |
Feats | Alertness, Blind-Fighting, Combat Casting, Fear Resistance |
Climate/Terrain | Any Forest |
Organization | Solitary or Covey (3 hags of any type plus 2-12 trolls) |
Challenge Rating | 6 or 13 (covey) |
Treasure | Standard |
Alignment | Always Chaotic Evil |
Advancement | As witch |
Combat
The wood hag is very strong (strength 20) and will attack with her claws and a bite. She is also a competent spellcaster and may use spells from the witch’s spell list.
Spell-Like Abilities: The Makva can also employ the following spell like powers three times per day at will: ray of enfeeblement and magic missile. They can cast an Advanced Illusion four times per day and can use the following powers at will, Know Alignment, Polymorph Self and Sleep. Wood hags are immune to Sleep, Charm, and Hold spells.
Blood drain (Su): The bite of a Wood Hag also drains blood. Any successful bite hit can permanently drain one point of Constitution unless the victim can make a Fortitude save (DC 13). Any character drained to zero will become a wraith haunting the woods around the wood hag. Constitution points can be healed normally.
Vulnerability (Ex): A Makva cannot touch iron and takes extra damage from weapons made of pure or cold forged iron. Weapons made from this material grant an additional +3 to hit and damage per hit.