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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