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.
HAUS
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