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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

Cult Leader

If the Pit-Hag turns an evil player into the Cult Leader, they can't turn good due to their own ability.

Damsel

If a Pit-Hag creates a Damsel, the Storyteller chooses which player it is.

Goon

If the Pit-Hag turns an evil player into the Goon, they can't turn good due to their own ability.

Heretic

Only 1 jinxed character can be in play.

Leviathan

The Leviathan cannot enter play after day 5.

Ogre

If the Pit-Hag turns an evil player into the Ogre, they can't turn good due to their own ability.

Politician

If the Pit-Hag turns an evil player into the Politician, they can't turn good due to their own ability.

Summoner

If the Summoner creates a second living Demon, deaths tonight are arbitrary.

Village Idiot

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)

When Pit-Hag acts, immediately swap the player's character token and give them their new role's wake schedule and information from that point forward; if the new character has a setup ability (e.g., Evil Twin needing a linked player), resolve that setup now before morning. The nastiest edge case is creating a Demon: all deaths that night become arbitrary, meaning you may override the Demon kill entirely or redirect it — use this power deliberately and be consistent. Watch for the game-ending scenario where the only living Demon is transformed into a non-Demon character, which instantly ends the game in a good win; never let this happen accidentally through miscommunication with your Storyteller co-pilots.

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

Evil Twin

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.

Damsel

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.

Cult Leader / Goon / Ogre / Politician

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.

Leviathan

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.

Spy

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.