Page 180 - Monster Manual [11th Print]
P. 180

N I G H T   HAG IT M S
                          E
             A night hag carries two very rare magic items that she must
              craft for herself  If either object is lost, the night hag will go
             to great lengths to  retrieve  it,  as creating a  new tool takes
              time and effort.
               Heartstone. This lustrous black gem  allows a  night hag
             to become ethereal while it is in her possession. The touch
             of a heartstone also cures any disease. Crafting a heartstone
             takes 30 days.
               Soul Bag. When an evil  humanoid  i es as a  result of a
                                       d
             night hag's  Nightmare Haunting, the hag catches the  soul
             in this black sack made of stitched flesh. A soul bag can hold
             only one evil soul at a time, and only the night hag who
             crafted the bag can catch a  soul with it. Crafting a soul bag
             takes 7 days  and a  humanoid sacrifice (whose flesh is used
             to make the bag) .

                  H
            SEA  A G
            Sea hags live in dismal and polluted underwater lairs,
            surrounded by merrow and other aquatic monsters.
              Beauty drives a sea hag to fits of anger. When
            confronted with something beautiful, the hag might
            simply attack it or deface it. If something beautiful gives
            hope, a sea hag wants it to cause despair. If it inspires
            courage, the sea hag wants it to cause fear.
              U g l y  I n side and Out. Sea hags are by far the ugliest
            of all hags, with slimy scales covering their pallid skin.
            A sea hag's hair resembles seaweed and covers her
            emaciated body, and her glassy eyes seem as lifeless
            as a doll's. Although a sea hag can hide her true form
            under a veil of illusion, the hag is cursed to forever
            appear ugly. Her illusory form appears haggard at best.
              Covens. A sea hag that is part of a coven (see the "Hag
            Covens" sidebar) has a challenge rating of 4 (1,100 XP).

            SEA HAG                                             Unless the target is surprised or the revelation of the hag's
            Medium f e y, chaotic evil                        true form is sudden, the target can avert its eyes and avoid
                                                              making the initial  saving th row.  Until the start of its next turn,
                                                              a  creature that averts its eyes has disadvantage on attack rolls
            Armor Class 14  (natural armor)
                                                              against the hag.
            Hit Points  52  (7d8 +  21)
            Speed 30 ft., swim 40 ft.
                                                                 T
                                                              AC I O  N S
              STR     DEX    CON     I N T   WIS   CHA        Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
             1 6    (+3)   13  (+l)   16  (+3)   1 2    {+l )   12  (+l)   1 3   (+l)   Hit: 10  (2d6 + 3)  slashing damage.
                                                              Death Glare. The hag targets  one frightened creature she can
            Senses darkvision 60 ft., passive Perception 1 1
            Languages Aquan, Common,  G  i ant                see within 30 feet of her.  If the target can see the hag,  it must
                                                              succeed  on  a  DC  1 1   Wisdom saving throw against this magic or
            Challenge 2  (450 XP)
                                                              drop to 0  hit points.
                                                              Illusory Appearance. The hag covers  herself and anything she
            Amphibious. The hag can breathe air and water.
                                                              is wearing or carrying with a  magical illusion that makes her
            Horrific Appearance. Any humanoid that starts its turn within   look like an ugly creature of her general size and humanoid
            30 feet ofthe hag and can see the hag's true form must make   shape. The effect ends if the hag takes a  bonus action to end it
            a  DC  1 1   Wisdom saving throw.  On  a failed save, the creature is   or if she dies.
            frightened for l  minute. A creature can repeat the saving th row   The changes wrought by th·is effect fail to hold up to physical
            at the  end of each of its  turns, with  disadvantage if the  hag is   inspection. For example, the hag cou ld appear to have no
            with in  line of sight, ending the effect on itself on a success. If   claws, but someone touching her hand might feel the claws.
            a  creature's saving throw is successful or the effect ends for it,   Otherwise, a creature  must take an action to visually inspect
            the creature is immune to the hag's Horrific Appearance for the   the illusion  and  succeed on a  DC  16  I n telligence  (Investigation)
            next 24 hours.                                    check to discern that the hag is disguised.


                                                                                                       HAGS
                                                                                                                 1 79
   175   176   177   178   179   180   181   182   183   184   185