Pit-Hag
Each night*, choose a player & a character they become (if not in play). If a Demon is made, deaths tonight are arbitrary.
Round about the cauldron go; In the poison'd entrails throw; Toad, that under cold stone; Days and nights has thirty-one; Sweated venom sleeping got; Boil thou first in the charmed pot.
Storyteller cues
Other nightsThe Pit-Hag chooses a player & a character. If they chose a character that is not in play: Put the Pit-Hag to sleep. Wake the target. Show the YOU ARE token & their new character token.
Jinxes
If the Pit-Hag turns an evil player into the Cult Leader, they can't turn good due to their own ability.
If a Pit-Hag creates a Damsel, the Storyteller chooses which player it is.
If the Pit-Hag turns an evil player into the Goon, they can't turn good due to their own ability.
Only 1 jinxed character can be in play.
The Leviathan cannot enter play after day 5.
If the Pit-Hag turns an evil player into the Ogre, they can't turn good due to their own ability.
If the Pit-Hag turns an evil player into the Politician, they can't turn good due to their own ability.
If the Summoner creates a second living Demon, deaths tonight are arbitrary.
If there is a spare token, the Pit-Hag can create an extra Village Idiot. If so, the drunk Village Idiot might change.
How to run it (Storyteller)
How to play
- Your primary strategic goal is to corrupt key good roles mid-game: turning the Empath, Oracle, or Investigator into a Townsfolk with a useless ability removes information the good team has already built their deduction around.
- Coordinate with your Demon before creating a new Demon — if you transform a player into a second Demon, deaths that night become arbitrary, which can cover the original Demon's kill and create chaos; this is worth doing if good is close to identifying the Demon.
- Do not transform the only living Demon into anything else unless you are certain another Demon is already in play — doing so immediately ends the game with good winning.
- Claim a Townsfolk with a one-shot or night-inactive ability (Undertaker, Gambler) so you have a believable excuse for never producing relevant information while still appearing invested in good-team discussions.
- Save the Damsel creation for a late game move — the Storyteller picks which good player becomes the Damsel, so evil gains a secret lever: any Minion can now win the game outright by correctly guessing the Damsel.
- The most common mistake is transforming players too aggressively early, which signals that a Pit-Hag is in play; spread transformations out and prioritise targets whose role good players have publicly confirmed, since that confirmation is now worthless.
How to fight the Pit-Hag
- Track character claims against the script's composition — if a character appears that was not claimed during setup and there is no death that would explain a new character, a Pit-Hag almost certainly changed someone, and you can narrow the evil team to players whose claims are difficult to verify.
- When deaths become arbitrary on a given night (no clear Demon kill pattern, or a previously protected player dies), treat this as strong evidence either the Pit-Hag created a Demon that night or the Summoner doubled up; either way you have located an active Minion threat.
- Protect confirmed high-value information roles by having them claim something less valuable publicly — if the Pit-Hag doesn't know who the real Oracle or Investigator is, it cannot efficiently retarget them.
- If you suspect a Pit-Hag, nominate and execute players who have recently changed their claim or whose ability result suddenly shifts — the Pit-Hag's target just had their role and thus all future results invalidated.
- Watch for an unexpected Damsel or Evil Twin surfacing mid-game; a newly created Damsel means a Minion can win on the spot if they correctly identify her, so immediately share Damsel information across the good team to deny that free win.
Key interactions
When Pit-Hag creates a new Evil Twin mid-game, the Storyteller must immediately pair them with an opposing player and both must learn each other — this can shatter a confirmed good player's credibility overnight and force good to relitigate who they trust.
A Pit-Hag-created Damsel hands the Storyteller the choice of which good player becomes one, giving evil a hidden win condition mid-game where any Minion guessing her correctly ends it; good should treat any unexplained Damsel claim as a five-alarm warning and broadcast her identity to neutralise the guess.
Transforming an evil player into any of these alignment-flipping roles does not turn them good — their evil alignment is locked in — so Pit-Hag can safely place a loyal Minion into a role that good would normally rely on to convert players, weaponising trust in that character.
Pit-Hag cannot create a Leviathan after Day 5, so if the Demon is at risk of being identified late game, this escape route is unavailable; both Pit-Hag and the Demon player must know this deadline and plan a Demon-swap before it closes.
If Spy is in play, the Storyteller may (but is not recommended to) decline to give Pit-Hag a good character to create, which subtly constrains Pit-Hag's options; as a Storyteller, be wary of this interaction compounding confusion and default to allowing normal creation unless there is a strong narrative reason.