Page 178 - Monster Manual [11th Print]
P. 178

Some humanoids make the mistake of thinking that
             the hags' rules of conduct apply to all creatures. When
             confronted by such an individual, a hag might find it
             amusing to string the fool along for a while before
             teaching it a permanent lesson.
              Dark Lairs.  Hags dwell in dark and twisted
             woods, bleak moors, storm-lashed seacoasts,
             and gloomy swamps. In time, the landscape
             around a hag's lair reflects the creature's
             noxiousness, such that the land itself can
             attack and kill trespassers. Trees twisted by
             darkness attack passersby, while vines snake
             through the undergrowth to snare and drag off
             creatures one at a time. Foul stinking fogs turn
             the air to poison, and conceal pools of quicksand and
             sinkholes that consume unwary wanderers.

             GR E N   H  A G
                 E
             The wretched and hateful green hags dwell in dying
             forests, lonely swamps, and misty moors, making
             their homes in caves. Green hags love to manipulate
             other creatures into doing their bidding, masking their
             intentions behind layers of deception. They lure victims
             to them by mimicking voices calling out for help, or
             drive unwanted visitors away by imitating the cries of
             fierce beasts.
              Obsession with  T r a ged .  Green hags revel in
                                 y
             the failings and tragedies of other creatures. They
             derive joy from bringing people low and seeing hope
             turn into despair, not just for individuals but also for
             whole nations.
              Covens. A green hag that is part of a coven (see
             the "Hag Covens" sidebar) has a challenge rating of
             5 (1,800 XP).

             GREEN HAG                                         Mimicry. The  hag  can  mimic animal sounds and humanoid
                                                                                                    a
             Medium f e y, neutral evil                        voices. A creature that hears the sounds can tell they  r e
                                                               imitations with a  successf l   DC  14 Wisdom  (Insight)  check.
                                                                                 u
             Armor Class 17  (natural armor)                   ACTI O  N  S
             Hit Points 82 (l ld8 + 33)
             Speed 30 ft.                                      Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
                                                               Hit: 13  (2d8 + 4)  slashing damage.
               STR    DEX    CON     INT    WIS     CHA
              1 8    (+4)   12  (+l)   16 (+3)   1 3   (+l)   14 (+2)   14 (+2)   Illusory Appearance. The hag covers  herself and  anyth ing she  is
                                                               wearing or carryi ng with a  magical illusion that makes her look
                                                               like another creature of her general size and humanoid shape.
             Skills Arcana +3,  Deception +4, Perception +4, Stealth +3
                                            1
             Senses darkvision 60 f t ., passive Perception  4    The illusion ends if the hag takes a  bonus action to end it or
             Languages Common, Draconic, Sylvan                if she dies.
             Challenge 3 (700 XP)                               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.
            Amphibious. The hag can  breathe air and water.   Otherwise, a creature must take an action to visually inspect
                                                              the il lusion and  succeed on a  DC 20  I n telligence  (I nvestigation)
             Innate Spel/casting. The  hag's innate spellcasting ability
                                                                                     d
                                                               check to discern that the hag is  i sguised.
             is Charisma  (spell save  DC  12). She can  innately cast the
            following spells,  requiring no material components:   Invisible Passage. The hag magically turns invisible until she
            At will: dancing lights, minor illusion, vicious mockery   attacks or casts a  spell, or until her concentration ends (as
                                                               if concentrating on a  spel l). While invisible, she leaves no
                                                               physical evidence of her passage, so she can be tracked only by
                                                               magic. Any  eq uipment she wears or carries  is  invisible with  her.


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