AC 14 (natural armor)
HP 52 (7d8 + 21; bloodied 26)
Speed 30 ft., swim 40 ft.
Proficiency +2; Maneuver DC 13
Saving Throws Con +5, Wis +3
Skills Arcana +3, Deception +5, Insight +3
Senses darkvision 60 ft., passive Perception 11
Languages Aquan, Common, Giant
Amphibious. The hag can breathe air and water.
Curse. A creature that makes a bargain with the hag is magically cursed for 30 days. While it is cursed, the target automatically fails saving throws against the hag’s scrying and geas spells, and the hag can cast control weather centered on the creature.
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
1/day: control weather , geas , scrying
ACTIONS
Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 10 (2d6 + 3) slashing damage.
Death Glare (Gaze). One frightened creature within 30 feet makes a DC 11 Wisdom saving throw . On a failed saving throw, the creature drops to 0 hit points. On a success, the creature takes 7 (2d6) psychic damage.
BONUS ACTIONS
Horrific Transformation. The hag briefly takes on a terrifying form or reveals its true form. Each creature within 30 feet that can see the hag makes a DC 11 Wisdom saving throw . A creature under the hag’s curse automatically fails this saving throw. On a failure, the creature is frightened until the end of its next turn. If a creature’s saving throw is successful, it is immune to the hag’s Horrific Transformation for 24 hours.
Combat
The hag uses Horrific Transformation to frighten as many creatures as possible and then uses Death Glare on one of them. If no creatures are frightened or if it is bloodied, the hag flees, using its swim speed if possible. It attacks with its claws only if cornered.
Names
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.
Dwelling in underwater caves or tide-swept lighthouses, sea hags are as destructive and fickle as the oceans they rule. Known to mortals as seers and weather witches, sea hags offer the hope of safe travel to mariners who placate them and sure destruction to those who don’t. In some areas, every sea captain must bargain with a sea hag before setting sail.
Unpredictable Seas. Sea hags are vengeful to their enemies but can be prone to fits of generosity and calm. Flattery sometimes wins them over, and they may even offer blessings in return. A gift freely given by a sea hag carries no danger—though its refusal often does.
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 )