Illustration Xan Drake

Green Hag

System Reference Document 5.1
Challenge 3
(700 XP)
Robinloft Estimated CR 3
Medium fey, neutral evil
Armor Class 17 (natural armor)
Hit Points 82 (11d8+33)
Speed 30 ft.
STR
18 (+4)
DEX
12 (+1)
CON
16 (+3)
INT
13 (+1)
WIS
14 (+2)
CHA
14 (+2)
Saving Throws
Skills Arcana +3, Deception +4, Perception +4, Stealth +3
Senses darkvision 60 ft., passive Perception 14
Languages Common, Draconic, Sylvan
Environments forest, swamp
Amphibious.

The hag can breathe air and water.

Hag Coven.

When hags must work together, they form covens, in spite of their selfish natures. A coven is made up of hags of any type, all of whom are equals within the group. However, each of the hags continues to desire more personal power.

A coven consists of three hags so that any arguments between two hags can be settled by the third. If more than three hags ever come together, as might happen if two covens come into conflict, the result is usually chaos.

Hag Eye.

A hag coven can craft a magic item called a hag eye, which is made from a real eye coated in varnish and often fitted to a pendant or other wearable item. The hag eye is usually entrusted to a minion for safekeeping and transport. A hag in the coven can take an action to see what the hag eye sees if the hag eye is on the same plane of existence. A hag eye has AC 10, 1 hit point, and darkvision with a radius of 60 feet. If it is destroyed, each coven member takes 3d10 psychic damage and is blinded for 24 hours.

A hag coven can have only one hag eye at a time, and creating a new one requires all three members of the coven to perform a ritual. The ritual takes 1 hour, and the hags can’t perform it while blinded. During the ritual, if the hags take any action other than performing the ritual, they must start over.

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.

Shared Spellcasting.

While all three members of a hag coven are within 30 feet of one another, they can each cast the following spells from the wizard’s spell list but must share the spell slots among themselves:

• 1st level (4 slots): identify, ray of sickness

• 2nd level (3 slots): hold person, locate object

• 3rd level (3 slots): bestow curse, counterspell, lightning bolt

• 4th level (3 slots): phantasmal killer, polymorph

• 5th level (2 slots): contact other plane, scrying

• 6th level (1 slot): eye bite

For casting these spells, each hag is a 12th-level spellcaster that uses Intelligence as her spellcasting ability. The spell save DC is 12+the hag’s Intelligence modifier, and the spell attack bonus is 4+the hag’s Intelligence modifier.

Innate Spellcasting. The hag's innate spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). It can innately cast the following spells, requiring no material components:

Actions

Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (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.

Hags

“From the murkiest depths to the most hidden hollows, beware the cackle that shivers the night. It is the laughter of hags, crones of endless malice.”

Hags often appear as bedraggled old women, but they are malevolent fey beings steeped in deceit and corruption—the very archetypes of the wicked witch.

Mistresses of Deceit. Hags are the twisted embodiment of wickedness, cunning, and malevolent magic. They usually dwell in remote locations—from swampy lairs to desolate mountain caves—jealously guarding their secrets. Their presence is often marked by telltale signs of blight and corruption.

Harbingers of Misfortune. Few creatures are as skilled in the arts of curse-casting and fortune-telling as hags. While their prophecies often prove true, they inevitably lead to ruin and suffering, serving the hags’ own nefarious purposes. They ensnare the unwary, from hapless peasants to corrupt leaders who unwisely seek their counsel.

A Coven’s Strength. Hags become exceptionally powerful when part of a coven—a trio of hags who combine their spells and dark knowledge to formidable effect.

Green Hag

The beautiful maiden suddenly disappears, and in her place stands an ugly creature with long, matted hair, spindly limbs, and dark green skin. Her claws flex and she slowly vanishes before you, though her maniacal cackle betrays her movement in your direction.

Sometimes found on the far outskirts of civilization, green hags are quite knowledgeable in the ways of magic, but to get one to part with her secrets is a challenge.

While green hags have little fear of people, they delight in calling out in the voices of a person’s friends or family, thereby tricking foolish wanderers into approaching alone. Once isolated, the hag either approaches in disguise or uses her invisibility to enact cruelties upon the unsuspecting victim.

Intelligence check (DC 10): This appears to be a dangerous fey creature known as a hag.
Intelligence check (DC 15): Specifically, she is a green hag, known for her spells and malicious tricks.
Intelligence check (DC 20): A green hag can mimic any voice she has heard, and disguise herself magically.
Intelligence check (DC 25): Her favorite tactic is to turn invisible before attacking unprotected magic users.

Known Relationships

Associations

Oni

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