Page 178 - D&D Bestiary
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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.
GREEN HAG
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 Tragedy. Green hags revel in
the failings and tragedies of other creatures. They
derive jby 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).
Mimicry. The hag can mimic animal sounds and humanoid
Medium fey, neutral evil voices. A creature that hears the sounds can tell they are
imitations with a successful DC 14 Wisdom (Insight) cheok.
Armor Class 17 (natural armor)
Hit Points 82 (lld8 + 33) ACTIONS
Speed 30ft. Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 13 (2d8 + 4) slashing damage.
STR DEX CON INT WIS CHA
Illusory Appearance. The hag covers herself and anything she is
18 (+4) 12 (+1) 16 (+3) 13 (+1) 14 (+2) 14 (+2)
wearing or carrying with a magical illusion that makes her look
Skills Arcana +3, Deception +4, Perception +4, Stealth +3 like another creature of her general size and humanoid shape.
The illusion ends if the hag takes a bonus action to end it or
Senses darkvision 60ft., passive Perception 14
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
Innate Spellcasting. The hag's innate spellcasting ability the illusion and succeed on a DC 20 Intelligence (Investigation)
is Charisma (spell save DC 12). She can innately cast the check to discern that the hag is disguised.
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 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.
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