Haggard and hunched, this blind and snaggle-toothed crone guides herself by a gruesomely bloated eyeball she clutches in her claws.
The Graeae (“old women”, “gray ones”, or “gray witches”, are three sisters. The Graeae were daughters of Phorcys, the “old man of the sea,” and Ceto. The Graeae took the form of three grey-haired old women.” Their age was so great that a childhood for them was hardly conceivable.
Their names are Deino (“dread”, the dreadful anticipation of horror), Enyo (“horror” the “waster of cities”) and Pemphredo (“alarm”). They had but one eye and one tooth among them. These were shared and the sisters took turns in using them. By stealing their eye while they were passing it between them, the hero Perseus forced them to tell the whereabouts of their sisters, the Gorgons, ransoming the seeing eye for the information.
Medium elemental, neutral evil
Armor Class 14 (natural armor)
Hit Points 52 (7d8 + 21)
Speed 30 ft., fly 50 ft.
|16 (+3)||13 (+1)||16 (+2)||18 (+4)||17 (+3)||13 (+1)|
Damage Resistances acid, cold, lightning
Skills Arcana +7, Deception +4, History +7, Insight +6, Investigation +7, Nature +7, Perception +6, Religion +7
Senses darkvision 30 ft., passive Perception 16
Languages Common, Aquan
Challenge 4 (1,100 XP) or 5 (1,800 XP) when part of a coven
- Amphibious. The graea can breathe air and water.
- Elemental Demise. If the graea dies, its body disintegrates into a burst of sea foam, leaving behind only equipment the graea was wearing or carrying.
- Hag Coven. When graeae must work together, they form covens, in spite of their selfish natures. A coven is made up of graeae, all of whom are equals within the group. A coven consists of three graeae so that any arguments between two graeae can be settled by the third.
- Horrific Appearance. Any humanoid that starts its turn within 30 feet of the graea and can see the hag’s true form must make a DC 14 Wisdom saving throw. On a failed save, the creature is frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if the graea is within line of sight, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the hag’s Horrific Appearance for the next 24 hours. Unless the target is surprised or the revelation of the hag’s true form is sudden, the target can avert its eyes and avoid making the initial saving throw. Until the start of its next turn, a creature that averts its eyes has disadvantage on attack rolls against the hag.
- Graea Eye (Coven Only). A graea coven can craft a magic item called a graea eye, which is made from a real eye coated in varnish and often fitted to a pendant or other wearable item. The graea eye is usually entrusted to a minion for safekeeping and transport. A graea in the coven can take an action to see what the graea eye sees if the graea eye is on the same plane of existence. A graea eye has AC 10, 1 hit point, and darkvision with a radius of 60 feet. If it is destroyed, each coven member takes 3d10 psychic damage and is blinded for 24 hours. A graea coven can have only one graea eye at a time, and creating a new one requires all three members of the coven to perform a ritual. The ritual takes 1 hour, and the graeae can’t perform it while blinded. During the ritual, if the graeae take any action other than performing the ritual, they must start over.
- Shared Spellcasting (Coven Only). While all three members of a graea coven are within 30 feet of one another, they can each innately cast spells. The graea’s innate spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks) and requiring no material components:
- At will: create or destroy water, detect evil and good, detect magic, fog cloud, purify food and drink
- 3/day each: tongues, water breathing, water walk
- 1/day each: conjure elemental (water elemental only), control water, gaseous form
- Beak. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage.
- Water Jet. The graea magically shoots water in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 12 Dexterity saving throw. On a failure, a target takes 21 (6d6) bludgeoning damage and, if it is Huge or smaller, is pushed up to 20 feet away from the graea and forced prone. On a success, a target takes half the bludgeoning damage, but is neither pushed nor forced prone.
- Illusory Appearance. The graea covers herself and anything she is wearing or carrying with a magical illusion that makes her look like an ugly creature of her general size and humanoid shape. The effect ends if the graea takes a bonus action to end it or if she dies. The changes wrought by this effect fail to hold up to physical inspection. For example, the graea could appear to have no claws, but someone touching her hand might feel the claws. Otherwise, a creature must take an action to visually inspect the illusion and succeed on a DC 15 Intelligence (Investigation) check to discern that the graea is disguised.
In Greek “graeae” means “old women.” That is what they appear to be; three old women. The original graeae were named Dino, Enyo and Pephredo, but they have many monstrous sisters and brothers. Each coven of three graeae have just one tooth and one eye between them. Their original parents were Ceto, a daughter of Oceanus, and Phorcys, a son of Pondus. The gorgons are related to them and the graeae are the ones who guard the path that leads to the gorgons.
A graea’s true form is that of a man-sized swan with the head and arms of an old woman. They are made of sea foam and return to that form if destroyed.
Section 15: Copyright Notice
5E RPG: Ancient Adventures. Copyright 2020, Mal and Tal, LLC; Author Michael Tresca.
A graeae is a haglike creature, though more human in appearance. Some describe them as emissaries of the gods, while others believe graeaes to be physical manifestations of fate.
|Graeae CR 5|
|XP 1,600 |
NE Medium monstrous humanoid (evil, Mythic)
Senses Blindsense 30 ft., Darkvision 60 ft.; Perception +10
|AC 19, touch 13, flat-footed 16 (+3 Dexterity, +6 natural)hp 65 (6d10+32) |
Fort +3, Ref +8, Will +8
DR 5/epic; SR 16 Weaknesses eye of the graeae
|Speed 30 ft., fly 60 ft. (good)Melee 2 claw +8 (1d6+2) |
Special Attacks luck ripple, Mythic Power (2/day, Surge +1d6)
Spell-Like Abilities (CL 6th; concentration +12)
At will- arcane sight, fly, undetectable alignment5/day-Ill Omen (DC 17)
3/day-augury, enthrall (DC 18), feast of ashes (DC 18)
1/day-ray of exhaustion (DC 19)
|Strength 14, Dexterity 17, Constitution 12, Intelligence 23, Wisdom 13, Charisma 8|
Base Atk +6; CMB +8; CMD 21
Feats Combat Casting, Iron WillM, Toughness
Skills Bluff +5, Craft (alchemy) +15, Fly +15, Intimidate +8, Knowledge (arcana) +12, Perception +10, Spellcraft +12, Stealth +12, Survival +10, Use
Magic Device +5
Languages Aklo, Common, Giant, Goblin, Sylvan
SQ coven, fate casting
|Coven (Ex) Like hags, graeaes also form covens. A graeae coven can be composed entirely of graeaes,or could or include hags or witches with the coven hex. A hag or witch with the coven hex counts as a graeae for purposes of joining a graeae’s coven. Likewise, a graeae counts as a hag for purposes of joining a hag’s coven. |
Eye of the Graeae (Su) Each graeae possesses a mystic eyeball. A graeae can sense the location of her eyeball from anywhere on the same plane. She must remain within 30 feet of her eyeball or she becomes completely blind and cannot use any of her spell-like or
supernatural abilities. The eyeball only works for its graeae. If a graeae is slain, her mystic eye instantly turns to dust.
Fate Casting (Su) A graeae has the ability to predict future events. On a creature’s request, a graeae can expend a use of Mythic Power as a full-round action to answer a single question as if by the divination spell.
Luck Ripple (Su) A graeae can use her mystic eye to alter the circumstances of any creature within 30 feet. As a swift action, she can cast her eye on a single creature, causing the target to take a -2 penalty or gain a +2 bonus to one of the following (graeae’s choice): AC, ability checks, attack rolls, saving throws, or skill checks. A successful DC 19 Will save negates the effect, which otherwise lasts for 1d6 rounds. This is a mind-affecting gaze effect. The DC of the save is Intelligence-based.
|Environment any |
Organization solitary, a pair, or coven (3-12)
Whenever three or more graeaes of the same coven are within 10 feet of one another, they can work together to use any of the following spell-like abilities: clairaudience/clairvoyance, commune, contact other plane, speak with dead, and tongues.
All three graeaes must spend a full-round action to take part in this form of cooperative magic. All coven spell-like abilities are CL 9th (or at the highest caster level available to the most powerful graeaes in the coven).
Section 15: Copyright Notice
Pathfinder Roleplaying Game Bestiary 4 © 2013, Paizo Publishing, LLC; Authors: Dennis Baker, Jesse Benner, Savannah Broadway, Ross Byers, Adam Daigle, Tim Hitchcock, Tracy Hurley, James Jacobs, Matt James, Rob McCreary, Jason Nelson, Tom Phillips, Stephen Radney-MacFarland, Sean K Reynolds, F. Wesley Schneider, Tork Shaw, and Russ Taylor.