AC 17 (natural armor)
HP 135 (18d8 + 54; bloodied 67)
Speed 30 ft.
Proficiency +3; Maneuver DC 15
Saving Throws Con +6, Wis +6
Skills Arcana +6, Deception +7, Insight +6, Perception +6, Stealth +6
Damage Resistances cold
Senses darkvision 60 ft., passive Perception 16
Languages Common, Draconic, Sylvan
Curse. A creature that accepts a gift from the hag is magically for 30 days. While it is cursed, the target automatically fails against the hag’s , , and spells, and the hag can cast centered on the creature.
Icy Travel. The hag is not hindered by cold weather, icy surfaces, snow, wind, or storms. Additionally, the hag and her allies leave no trace when walking on snow or ice.
Innate Spellcasting. The hag’s innate spellcasting ability is Charisma (spell save DC 15). It can innately cast the following spells, requiring no material components:
At will: , , , , (ice only)
1/day: (extreme cold), ,
1/day each: ,
Multiattack. The hag attacks with its claws and uses Ice Bolt.
Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) slashing damage.
Ice Bolt. Ranged Spell Attack: +7 to hit, range 60 ft., one creature. Hit: 15 (2d10 + 4) cold damage, and the target makes a DC 15 Constitution . A creature under the hag’s curse automatically fails this saving throw. On a failure, the creature is as it begins to turn to ice. At the end of the creature’s next turn, the creature repeats the saving throw. On a success, the effect ends. On a failure, the creature is petrified into ice. This can be removed with or similar magic.
Shapeshift. The hag magically polymorphs into a Small or Medium humanoid or back into its true form. Its statistics are the same in each form. Equipment it is carrying isn’t transformed. It retains a streak of white hair in any form. It returns to its true form if it dies.
Invisibility (2nd-Level; V, S, Concentration). The hag is for 1 hour. The spell ends if the hag attacks or casts a spell.
Cone of Cold (5th-Level; V, S). Frost blasts from the hag in a 60-foot cone. Each creature in the area makes a DC 15 Constitution , taking 36 (8d8) cold damage on a failure or half damage on a success.
Wall of Ice (6th-level; V, S, Concentration). The hag magically creates a wall of ice on a solid surface it can see within 120 feet. The wall is flat, 1 foot thick, and can be up to 50 feet long and 20 feet high. The wall lasts for 10 minutes. Each 10-foot section has AC 12, 30 hit points, vulnerability to fire damage, and immunity to cold, poison, and psychic damage. Destroying a 10-foot section of wall leaves behind a sheet of frigid air in the space the section occupied. A creature moving through the sheet of frigid air for the first time on a turn makes a Constitution , taking 17 (5d6) cold damage on a failed save or half damage on a success.
If the wall enters a creature’s space when it appears, the creature is pushed to one side of the wall (hag’s choice). The creature then makes a Dexterity , taking 35 (10d6) cold damage on a failed save or half damage on a success.
Ice Shield. The hag adds 3 to its AC against one melee attack that would hit it made by a creature it can see. If the attack misses, the attacker takes 14 (4d6) cold damage.
If the hag has allies to protect it, it uses Ice Bolt from a distance. If alone, it attacks melee combatants with its claws while using Ice Bolt against a ranged attacker. When the hag is reduced to 40 hit points or fewer, it 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 winter hag in a coven gains extra hardiness and abilities. The Coven Winter Hag variant can also be used to represent a winter 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.