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Hag

Related Ethnicities

Bheur Hag CR: 7

Medium fey , chaotic evil
Armor Class: 17 (natural armor)
Hit Points: 91 (14d8+28) 14d8+28
Speed: 30 ft

STR

13 +1

DEX

16 +3

CON

14 +2

INT

12 +1

WIS

13 +1

CHA

16 +3

Saving Throws: Wis +4 1d20+4
Skills: Nature +4 1d20+4 , Perception +4 1d20+4 , Stealth +6 1d20+6 , Survival +4 1d20+4
Damage Immunities: cold
Senses: darkvision 60 ft., passive Perception 14
Languages: Auran, Common, Giant
Challenge Rating: 7

Innate Spellcasting. The hag's innate spellcasting ability is Charisma (spell save DC 14, +6 1d20+6 to hit with spell attacks). She can innately cast the following spells, requiring no material components:

At will: Hold Person*, Ray of Frost

1/day: Control Weather

3/day: Cone of Cold*, Ice Storm*, Wall of Ice*


Graystaff Magic. The hag carries a Graystaff, a length of gray wood that is a focus for her inner power. She can ride the staff as if it were a Broom of Flying. While holding the staff, she can cast additional spells with her Innate spellcasting trait (these spells are marked with an asterisk). If the staff is lost or destroyed, the hag must craft another, which takes a year and a day. Only a bheur hag can use a Graystaff.   Ice Walk. The hag can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost her extra movement.

Actions

Slam. Melee Weapon Attack: +4 1d20+4 to hit, reach 5 ft., one target. Hit: 10 (2d8+1) 2d8+1 bludgeoning damage plus 3 (1d6) 1d6 cold damage.   Maddening Feast. The hag feasts on the corpse of one enemy within 5 feet of her that died within the past minute. Each creature of the hag's choice that is within 60 feet of her and able to see her must succeed on a DC 15 Wisdom saving throw or be frightened of her for 1 minute. While frightened in this way, a creature is incapacitated, can't understand what others say, can't read, and speaks only in gibberish; the DM controls the creatures movement, which is erratic. A creature can repeat the saving throw at the end of each of its turns, 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 Maddening Feast for the next 24 hours.

Green Hag CR: 3

Medium fey , neutral evil
Armor Class: 17 (natural armor)
Hit Points: 82 (11d8+33) 11d8+33
Speed: 30 ft

STR

18 +4

DEX

12 +1

CON

16 +3

INT

13 +1

WIS

14 +2

CHA

14 +2

Skills: Arcana +3 1d20+3 , Deception +4 1d20+4 , Perception +4 1d20+4 , Stealth +3 1d20+3
Senses: darkvision 60 ft., passive Perception 14
Languages: Common, Draconic, Sylvan
Challenge Rating: 3

Innate Spellcasting. The hag's innate spellcasting ability is Charisma (spell save DC 12). She can innately cast the following spells, requiring no material components:

At will: Dancing Lights, Minor Illusion, Vicious Mockery


Amphibious. The hag can breathe air and water.   Mimicry. The hag can mimic animal sounds and humanoid voices. A creature that hears the sounds can tell they are imitations with a successful DC 14 Wisdom (Insight) check.

Actions

Claws. Melee Weapon Attack: +6 1d20+6 to hit, reach 5 ft., one target. Hit: 13 (2d8+4) 2d8+4 slashing damage.   Illusory Appearance. The hag covers herself and anything she is wearing or carrying with a magical illusion that makes her look like another creature of her general size and humanoid shape. The illusion ends if the hag 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 hag could appear to have smooth skin, but someone touching her would feel her rough flesh. Otherwise, a creature must take an action to visually inspect the illusion and succeed on a DC 20 Intelligence (Investigation) check to discern that the hag is disguised.   Invisible Passage. The hag magically turns invisible until she attacks or casts a spell, or until her concentration ends (as if concentrating on a spell). While invisible, she leaves no physical evidence of her passage, so she can be tracked only by magic. Any equipment she wears or carries is invisible with her.

Night Hag CR: 5

Medium fiend, neutral evil
Armor Class: 17 (natural armor)
Hit Points: 112 (15d8+45) 15d8+45
Speed: 30 ft

STR

18 +4

DEX

15 +2

CON

16 +3

INT

16 +3

WIS

14 +2

CHA

16 +3

Skills: Deception +7 1d20+7 , Insight +6 1d20+6 , Perception +6 1d20+6 , Stealth +6 1d20+6
Damage Resistances: cold, fire; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons
Condition Immunities: charmed
Senses: darkvision 120 ft., passive Perception 16
Languages: Abyssal, Common, Infernal, Primordial
Challenge Rating: 5

Innate Spellcasting. The hag's innate spellcasting ability is Charisma (spell save DC 14, +6 1d20+6 to hit with spell attacks). She can innately cast the following spells, requiring no material components:

At will: Detect Magic, Magic Missile

2/day: Plane Shift (self only), Ray of Enfeeblement, Sleep


Magic Resistance. The hag has advantage on saving throws against spells and other magical effects.

Actions

Claws (Hag Form Only). Melee Weapon Attack: +7 1d20+7 to hit, reach 5 ft., one target. Hit: 13 (2d8+4) 2d8+4 slashing damage.   Change Shape. The hag magically polymorphs into a Small or Medium female humanoid, or back into her true form. Her statistics are the same in each form. Any equipment she is wearing or carrying isn't transformed. She reverts to her true form if she dies.   Etherealness. The hag magically enters the Ethereal Plane from the Material Plane, or vice versa. To do so, the hag must have a heartstone in her possession.   Nightmare Haunting (1/Day). While on the Ethereal Plane, the hag magically touches a sleeping humanoid on the material Plane. A Protection from Evil and Good spell cast on the target prevents this contact, as does a Magic Circle. As long as the contact persists, the target has dreadful visions. If these visions last for at least 1 hour, the target gains no benefit from its rest, and its hit point maximum is reduced by 5 (1d10) 1d10 . If this effect reduces the target's hit point maximum to 0, the target dies, and if the target was evil, it soul is trapped in the hag's soul bag. The reduction to the target's hit point maximum lasts until removed by the Greater Restoration spell or similar magic.

Sea Hag CR: 2

Medium fey, chaotic evil
Armor Class: 14 (natural armor)
Hit Points: 52hp (7d8+21) 7d8+21
Speed: 30 ft , swim: 40 ft

STR

16 +3

DEX

13 +1

CON

16 +3

INT

12 +1

WIS

12 +1

CHA

13 +1

Senses: Darkvision 60ft., passive Perception 11 
Languages: Aquan, Common, Giant
Challenge Rating: 2

Amphibious. The hag can breathe air and water.    Horrific Appearance. Any humanoid that starts its turn within 30 feet of the Hag and can see the Hag's true form must make a DC 11 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 hag 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 agains the Hag. 

Actions

Claws. Melee Weapon Attack: +5 to hit 1d20+5 , reach 5ft., one target. Hit: 10 (2d6+3) slashing damage 2d6+3   Death Glare. The Hag targets one frightened creature she can see within 30 feet of her. If the target can see the hag, it must succeed on a DC 11 Wisdom saving throw agains this magic or drop to 0 hit points.    Illusory Appearance. The hag 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 hag 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 Hag 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 16 Intelligence (Investigation) check to discern that the Hag is disguised. 


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