Green Hag

Green Hag CR: 3

Medium fey, neutral evil
Armor Class: 17 (natural armour)
Hit Points: 82 11d8+33
Speed: 30 ft

STR

18 +4

DEX

12 +1

CON

16 +3

INT

13 +1

WIS

14 +2

CHA

14 +2

Skills: Arcana +3, Deception +4, Perception +4, Stealth +3
Senses: Darkvision 60 ft, passive Perception 14
Languages: Common, Draconic, Sylvan
Challenge Rating: 3

Innate Spellcasting. The hag's innate spellcasting ability is Charisma (spell save DC 12). She can innately cast the following spells, requiring no material components.

At will: Dancing Light, Minor Illusion, Vicious Mockery.


Amphibious. The hag can breathe air and water.   Mimicry. The hag can mimic animal sounds and humanoid voices. A creature that hears the sounds can tell they are imitations with a successful DC 14 Wisdom (Insight) roll.   Covens. A green hag that is part of a coven has a challenge rating of 5 (1,800 XP).

Actions

Claws. Melee Weapon Attack +6 to hit, reach +5 ft, one target. Hit 13 2d8+4 slashing damage.   Illusionary Appearance. The hag covers herself and anything she is wearing or carrying with a magical illusion that makes her look like another creature of her general size and humanoid shape. The illusion ends of the hag takes a bonus action to end it or if she dies. 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 skin. Otherwise, a creature must take an action to visually inspect the illusion and succeed on a DC 20 Intelligence (Investigation) check to discern that the hag is disguised.   Invisible Passage. The hag turns invisible until she 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 only be tracked by magic. Any equipment she wears or carries is invisible with her.

Green hags are grotesque female fey, with long greasy gray hair, and green skin. They are truly wicked immortal creatures who love making bargains with mortals, usually with a clause that causes further suffering in the world.

Suggested Environments

Dying forests, lonely swamps, and misty moors. Caves are their usual homes.


Comments

Please Login in order to comment!