AC 14 (natural armor)
HP 97 (15d8 + 30; bloodied 48)
Speed 30 ft.
Proficiency +2; Maneuver DC 13
Saving Throws Con +4, Wis +4
Skills Arcana +4, Deception +5, Insight +4, Perception +4, Stealth +4
Senses darkvision 60 ft., passive Perception 14
Languages Common, Draconic, Sylvan
Amphibious. The hag can breathe air and water.
Innate Spellcasting. The hag’s innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no material components:
At will: , , ,
Mimicry. The hag can mimic voices and animal sounds. Recognizing the sounds as imitation requires a DC 13 Insight check.
Multiattack. The hag attacks twice with its claws and then uses Hex if not in beast form.
Beast Form. The hag magically transforms into a Large or smaller beast or back into its true form. While in beast form, it retains its game statistics, can’t cast spells, can’t use Hex, and can’t speak. The hag’s Speed increases by 10 feet, and when appropriate to its beast form it gains a climb, fly, or swim speed of 40 feet. Any equipment the hag is wearing or wielding merges into its new form.
Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) slashing damage.
Hex (Gaze). A creature within 60 feet that is not already under a hag’s hex makes a DC 13 Wisdom . A creature under an obligation to the hag automatically fails this saving throw. On a failed saving throw, the target is with a magical hex that lasts 30 days. The curse ends early if the target suffers harm from the hag or if the hag ends it as an action. Roll 1d4:
1. Charm Hex. The target is by the hag.
2. Fear Hex. The target is of the hag.
3. Ill Fortune Hex. The hag magically divines the target’s activities. Whenever the target attempts a long-duration task such as a craft or downtime activity, the hag can cause the activity to fail.
4. Sleep Hex. The target falls . The curse ends early if the target takes damage or if a creature uses an action to shake it awake.
Invisibility (2nd-Level; V, S, Concentration). The hag is for 1 hour. The spell ends if the hag attacks, uses Hex, or casts a spell.
The green hag uses Hex. If it’s successful, it uses its claws on a different target if one is available. If bloodied, the hag turns invisible and tries to escape.
Auntie Dear, Baba Chickenbone, Cousin Appleworm, Grandfather Widdershins, Grandmother Blackteeth, Granny Cradlecap, Mother Foxglove, Nana Longfinger
Legends and Lore
With an Arcana or Nature check, characters can learn the following:
DC 10 Despite their resemblance to humanoids, hags are fey creatures that can adopt a variety of forms, both male and female.
DC 15 Different types of hags exist, including green hags, sea hags, night hags, and winter hags. To increase their magical abilities, some hags gather together in covens.
DC 20 A hag may gain power over a victim by making a bargain with them, or by tricking them into various obligations or transgressions.
A green hag in a coven gains extra hardiness and abilities. The Coven Green Hag variant can also be used to represent a green hag that is not in a coven but which is unusually powerful.
1 Baking gingerbread men. The gingerbread men are alive and have the statistics of skeletons
2 Churning butter in a talking churn
3 Crooning and fondling some ordinary trinket, such as a spoon
4 Looking for help against a stronger monster
5 Eating sweets from a squirming bag
6 Greets you as royalty and promises the crown you deserve if you follow its advice
7 Jarring preserves: brains, black pudding, hope, and so on
8 Making a pot of tea
9 Sharpening its teeth on a millstone
10 Speaking to its mirror
11 Sweeping with a
12 With a human child (kidnapped? a young hag? the spitting image of a prince or princess?)
1 A beautiful cozy cottage
2 A tumbledown shack on stilts
3 Frogs, ravens, and rodents seem to be watching you
4 A house made of something strange, like bones or swords
1 People worried that their businesses are under a curse
2 Paranoid people who live in fear of something they won’t name
3 A black cat seeming to lead you somewhere
4 Certain people insist you visit a specific potion seller
1 The whistle of a teakettle
2 The smell of boiling soup
3 Cackling or chanting
4 Cozy furniture
Many hags live in the dangerous wilds near settled lands, preying on those who venture too far from home. prefer forests and swamps, while live underwater and dwell in mountains or tundra. can be found anywhere, from populous cities to the depths of Hell.
Treasure 60 gp, 3 hard candies (each acts as )
CR 3–4 with (see cockatrice), , , or ; ; with , , , , or ;
Treasure gold and mother-of-pearl monocle (250 gp), talking iron cauldron (its advice grants advantage when cooking or crafting potions), 3
CR 5–10 with , , , , or ; with , , , , or ; ; with , , , , or ; ; ;
Treasure pearl earrings (250 gp), 13 signet rings from different noble families (50 gp each), set of 16 tiny (casting on one returns it to its true form, a , , , , or ), , 2 in heart-shaped bottles
CR 11–16 with , , , , or 2 ; with , , , or ; 3 ; 3 ; , , and
Treasure 1,500 gp, fiendish gold idol (750 gp), expert miniature portrait of a young woman (250 gp), living yarn ball (acts as ), ,
CR 17–22 with 5 (see centaur), , , (see scarecrow), or ; 3
Treasure 20 rare books (250 gp each), gold bird cage (2,500 gp) containing 3 cockatoos ( humans; can speak and ask for help), 6 , of and , winged cloak (acts as combined and but requires only 1 attunement slot)
CR 23–30 3
Treasure diamond ring (7,500 gp), diamond necklace (7,500 gp), diamond earrings (7,500 gp), 3 , , , frozen wishing well (if the water is thawed, it acts as a )
Fey are creatures that are native to Fairyland, also called the Dreaming. These creatures live in a verdant realm of heightened natural beauty and combine grace and danger.and are fey.