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Coven Green Hag


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: dancing lights , disguise self , invisibility , minor illusion

1/day: geas

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 saving throw . A creature under an obligation to the hag automatically fails this saving throw. On a failed saving throw, the target is cursed 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 charmed by the hag. 

2. Fear Hex. The target is frightened 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 unconscious . 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 invisible 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 broom of flying

12 With a human child (kidnapped? a young hag? the spitting image of a prince or princess?)


Wilderness Signs

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

Settlement Signs

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

Underground Signs

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. Green hags prefer forests and swamps, while sea hags live underwater and winter hags dwell in mountains or tundra. Night hags can be found anywhere, from populous cities to the depths of Hell.

CR 0–2 sea hag

Treasure 60 gp, 3 hard candies (each acts as potion of water breathing )

CR 3–4 sea hag with coralfish (see cockatrice), giant crab , merrow , or reef shark ; green hag ; green hag with cat , giant frog , giant owl , grimalkin , or scarecrow ; coven sea hag

Treasure gold and mother-of-pearl monocle (250 gp), talking iron cauldron (its advice grants advantage when cooking or crafting potions), 3 potions of healing

CR 5–10 sea hag with chuul , killer whale , merrow mage , water elemental , or will-o-wisp ; green hag with basilisk , corrupted unicorn , peryton , scarecrow harvester , or will-o-wisp ; night hag ; night hag with doppelganger , imp , malcubus , phase monster , or shadow demon ; coven night hag ; winter hag ; coven winter hag

Treasure pearl earrings (250 gp), 13 signet rings from different noble families (50 gp each), set of 16 tiny animated chess pieces (casting dispel magic on one returns it to its true form, a humanoid guard , knight , mountain dwarf defender , noble , or priest ), potion of water breathing , 2 philters of love in heart-shaped bottles

CR 11–16 night hag with chain devil , gorgon , invisible stalker , ogre mage , or 2 malcubi ; winter hag with frost giant , troll , tundra chimera , or wyvern ; 3 coven sea hags ; 3 coven green hags ; coven sea hag , coven night hag , and coven green hag

Treasure 1,500 gp, fiendish gold idol (750 gp), expert miniature portrait of a young woman (250 gp), living yarn ball (acts as rope of entanglement ), potion of poison , broom of flying

CR 17–22 winter hag with 5 elktaurs (see centaur), ogres , skeletal champions , snowmen (see scarecrow), or winter wolves ; 3 coven night hags

Treasure 20 rare books (250 gp each), gold bird cage (2,500 gp) containing 3 cockatoos ( polymorphed humans; can speak and ask for help), 6 potions of animal friendship , spell scrolls of contact other plane and mass suggestion , winged cloak (acts as combined mantle of spell resistance and wings of flying but requires only 1 attunement slot)

CR 23–30 3 coven winter hags

Treasure diamond ring (7,500 gp), diamond necklace (7,500 gp), diamond earrings (7,500 gp), 3 brooms of flying , crystal ball , mirror of life trapping , frozen wishing well (if the water is thawed, it acts as a ring of three wishes )

Monster Type Description

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. Sprites and pixies are fey.