Better Hags
Better Hags
Hags represent the dark whispers of the wild, the Hagling: The rare offspring of hags and other
embodiment of nightmares, and the cunning that beings, Haglings inherit a mix of powers and
lies in the shadows of folklore. These malevolent appearances from their hag mothers. They often
entities are often found at the crossroads of the struggle with their identity, caught between two
influence can spread like a malign blight. Hags are Green Hag: Masters of deceit and illusion, Green
ancient beings, their origins shrouded in mystery Hags inhabit dense forests and swamps. They use
and tied to the primal forces of nature, yet their powers to mimic voices and appearances,
corrupted by their own malevolence and spite. sowing discord and leading travelers astray.
With appearances as varied as their methods of Spectral Hag: Ghostly remnants of hags who refuse
torment, hags often bear the guise of crones, their to pass on, Spectral Hags are bound to places of
forms twisted by the dark magics they wield and significant power or tragedy. They are insubstantial
the centuries of bitterness they harbor. From the but can still influence the living world through
solitary bog hag dwelling in the murk of a fetid curses and hauntings.
swamp to the coven of night hags riding the Sea Hag: Dwellers of coastal shallows, Sea Hags
ethereal winds between worlds, each type of these embody the wrath and peril of the sea. They lure
dark, twisted beings presents a unique and sailors to their doom with illusions and control sea
terrifying threat to those who dare cross their creatures to attack ships and coastal villages.
Hags delight in the suffering of others, weaving reside in desolate places like graveyards or
their sinister plots with threads of deception, battlefields. They collect bones to use in dark
curses, and dark bargains. They are masters of rituals, calling upon the spirits of the dead.
manipulation, often preferring to turn potential Glacial Hag: Embodying the merciless aspect of
adversaries against one another through guile and winter, Glacial Hags bring fierce cold and blizzards
enchantment rather than engage in direct wherever they roam. They take sadistic pleasure in
confrontation. However, when provoked, they the suffering caused by the harshness of winter.
reveal the extent of their power, summoning forth Mountain Hag: Towering brutes among hags,
spells and curses, and invoking powerful allies Mountain Hags relish in physical intimidation and
from the depths of their dark realms. brutality. They often reside in remote hills, crafting
These creatures often serve as the dark matriarchs iron tokens to bind and control their victims.
of the wild, gathering in covens to amplify their Blood Hag: Fueled by dark magic, Blood Hags are
power and extend their reach across the land. A obsessed with consuming blood to empower
hag’s lair is a place of despair and desolation, themselves. They use their powers to drain victims
reflecting the decay and ruin of their twisted hearts. of their life force, often masquerading as beautiful
It is here that they concoct their vile potions, maidens to get close to their prey.
communicate with fell spirits, and hold court over Night Hag: Travellers of the different planes of
the unfortunate souls ensnared by their magic. existence, Night Hags haunt the dreams of mortals,
To encounter a hag is to face the very essence of sucking away their life force. They deal in souls,
fear and deceit. Adventurers who seek to challenge trapping them in gems to trade in infernal markets.
these wicked beings must be prepared for a battle Blight Hag: Guardians of blighted lands and
not only of might but of wits, for the hag’s greatest corrupt nature, Blight Hags spread disease and
weapon is her cunning, and her curses can linger decay. They twist natural life into grotesque forms,
long after she has vanished into the mist. creating minions to do their bidding.
The following section is designed to provide a large covens, combining their strength with other
glimpse into the most notable types of hags hags to cast spells of great power and reach.
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Haglings
abilities and dark tendencies. Their upbringing At will: affliction of babbling shadows, minor illusion, vicious
imbues them with a unique perspective on power mockery
and survival, often leading them to seek out their 1/day each: charm person, hold person, disguise self
own paths, whether in solitude, in service to more
Mimicry. The hagling can mimic animal sounds and
powerful beings, or leading bands of misfits and
humanoid voices. A creature that hears the sounds can
monsters. Though not as powerful as their
tell they are imitations with a successful DC 15 Wisdom
mothers, haglings are capable of weaving spells (Insight) check.
and curses. They excel in using their guile and
Medium fey, neutral evil forests, green hags weave their dark enchantments,
19 (+4) 13 (+1) 16 (+3) 15 (+2) 12 (+1) 16 (+3) creatures, and ensnare the unwary with beguiling
SkillsArcana +4, Deception +5, Nature +4, Perception that leads travelers from their path and the
attacks). The hag can innately cast the following spells, watch and whisper, and where one wrong step can
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Green Hag Encounter Ideas
d12 Encounter Idea
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Spectral Hag
Medium undead, chaotic evil
due to unfinished business or the desire to 3/day each: affliction of the baleful gaze, curse of the unseen
perpetuate their reign of terror beyond death. tormentor, inflict wounds
These eerie beings exist at the threshold of the 1/day each: phantasmal killer, shadow word: pain
material and ethereal planes, capable of phasing in
Actions
and out of reality to elude capture and to strike
Life Drain. Melee Spell Attack: +7 to hit, reach 5 ft., one
when least expected. Their appearance is ghostly
creature. Hit: 21 (6d6) necrotic damage. The target must
and unsettling, with translucent skin that reveals
succeed on a DC 15 Constitution saving throw or its hit
the twisted malice of their spirits, and eyes that
point maximum is reduced by an amount equal to the
burn with an unnatural light. damage taken. This reduction lasts until the creature
Bound to places of significant power, tragedy, or finishes a long rest. The target dies if this effect reduces
their own dark deeds, Spectral Hags retain much of its hit point maximum to 0. A humanoid slain in this way
their cunning and magical prowess in death. They and then buried in the ground rises the following night
can cast curses from the shadows, manipulate the
as a zombie under the hag9s control.
environment with their will, and communicate with
Etherealness. The spectral hag enters the Ethereal Plane
or command lesser spirits. They often reside in
from the Material Plane, or vice versa. She is visible on
places where the veil between worlds is thin, the Material Plane while it is in the Border Ethereal, and
saturated with dark energy and haunted by the vice versa, yet she can9t affect or be affected by anything
echoes of her past atrocities. on the other plane.
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Horrifying Visage. Each non-undead creature within 60
Once the anchor is identified, the ritual can
feet of the hag that can see her must succeed on a DC 15
Wisdom saving throw or be frightened for 1 minute. A commence during a night of full moon, requiring
frightened target can repeat the saving throw at the end the following components:
of each of its turns, with disadvantage if the hag is within
Circle of Confinement : Participants must encircle the
line of sight, ending the effect on itself on a success.
Once a creature succeeds on the saving throw, it is anchor with a mix of salt, representing purity and
immune to the Horrifying Visage of this spectral hag for protection, and iron filings, to ward off fey magic.
the next 24 hours. This circle acts as a barrier, trapping the hag9s
essence and preventing her from escaping the
Possession (Recharge 6). One humanoid that the hag can ritual9s effects.
see within 5 ft. of her must succeed on a DC 15 Charisma Candles of Binding: Four black candles, representing
saving throw or be possessed by the hag; the hag then the cardinal points, must be lit around the anchor.
disappears, and the target is incapacitated and loses These candles, inscribed with runes of binding,
control of its body. The hag now controls the body but serve to tether the hag9s spirit to the circle, making
doesn9t deprive the target of awareness. The hag can9t be
her vulnerable to the ritual.
targeted by any attack, spell, or other effect, except ones
Chant of Banishment: With the anchor and circle
that turn undead, and she retains her alignment,
Intelligence, Wisdom, Charisma, and immunity to being prepared, participants recite the chant of
banishment. This incantation, ancient and powerful,
charmed and frightened. She otherwise uses the
possessed target9s statistics, but doesn9t gain access to must be delivered with conviction, calling upon the
the target9s knowledge, class features, or proficiencies. forces of the natural and supernatural realms to
The possession lasts until the body drops to 0 hit points, sever the hag9s connection to the material world.
the hag ends it as a bonus action, or the hag is turned or
forced out by an effect like the dispel evil and good spell. Upon the culmination of the preparations, the ritual
When the possession ends, the hag reappears in an begins at the stroke of midnight, harnessing the
unoccupied space within 5 ft. of the body. The target is symbolic power of transition between days. The
immune to this hag9s Possession for 24 hours after participants, standing at the cardinal points, initiate
succeeding on the saving throw or after the possession the chant, their voices rising in a crescendo. As the
ends. chant progresses, the candles9 flames turn a
Reactions spectral blue, and the air thickens with the energy of
the impending banishment.
Ethereal Retreat. When the spectral hag takes damage
while on the Material Plane, she enters the Ethereal As the ritual to banish the Spectral Hag reaches its
Plane, or vice versa.
critical phase, the hag herself may intervene,
sensing the threat to her existence. This moment
transforms the ritual into a tense encounter that
combines roleplaying with combat, challenging the
Banishing a Spectral Hag participants to fend off the hag9s assaults while
Spectral Hags possess an uncanny durability and a maintaining the integrity of the ritual.
tenacious will to survive, making them formidable The hag could disrupt the ritual through psychic
opponents that can outlast even the direst threats. attacks, attempted possessions, or direct magical
Their ethereal nature allows them to evade death in assaults. Participants must balance their efforts
traditional ways, rendering them immune to between defending against the hag and continuing
conventional methods of harm. However, despite the ritual chants and actions, requiring teamwork
their resilience, an ancient ritual is said to exist to and determination.
banish these malevolent spirits from the material
plane for good. As the chant concludes, the participants must direct
To banish a Spectral Hag, one must first uncover their will towards the anchor, which must be
her <Anchor= - an object or location that ties her destroyed - if it is an object, it must be shattered; if
essence to the material plane. This could be the site it is a location, a symbol of closure must be
of her death, a cherished possession, or even the performed upon it. A successful banishment
remains of her mortal body. Finding the anchor manifests as a sudden drop in temperature,
often involves deep investigation, unraveling the followed by a deafening silence after the Spectral
hag9s history, and understanding the source of her Hag9s wail pierces the night one final time before
power and bitterness. dissipating into an echo.
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Sea Hag
Medium fey, chaotic evil
3/day each: shadow word: pain, water breathing, water Change Shape. The sea hag magically polymorphs into a
walk
Small or Medium female humanoid, or back into her true
1/day each: banishment, fear, slow form. Her statistics are the same in each form. Any
equipment she is wearing or carrying isn9t transformed.
Actions She reverts to her true form if she dies.
Multiattack.The sea hag makes two attacks with her Reactions
claws. She can replace one attack with her Death Glare.
Sea Curse. When a creature targets the sea hag with a
Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one melee attack, she can use her reaction to attempt to
target. Hit: 13 (2d8 + 4) slashing damage. curse the attacker. The attacker must succeed on a DC 15
Wisdom saving throw or be cursed until the end of its
Death Glare. The sea hag targets one frightened creature next turn. While cursed in this way, a creature has
she can see within 30 feet of her. If the target can see the disadvantage on all the attack rolls against the sea hag.
hag, it must succeed on a DC 15 Constitution saving
throw or drop to 0 hit points.
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Bone Hags
Bone Hag
Bone Hags are a sinister breed of undead hags, Medium undead, neutral evil
with their dark secrets and unfulfilled dark desires. Armor Class 14 (natural armor)
These beings have a skeletal appearance, with Hit Points 110 (13d8 + 52)
patches of mottled, decayed flesh clinging to their
Speed 30 ft.
bones, giving them an eerie, macabre look. Their
STR DEX CON INT WIS CHA
long, claw-like fingers are perfect for grasping at
14 (+2) 18 (+4) 19 (+4) 14 (+2) 16 (+3) 21 (+5)
the living and the dead alike, pulling at the threads
of life and necromancy with equal ease. SkillsArcana +5, Deception +8, History +5, Insight +6,
Bound by necrotic energy, Bone Hags are masters Perception +6
of death and decay. They often reside in desolate Damage Immunities necrotic, poison
foul magic. These hags are particularly feared for Necrotic Aura. Any creature that starts its turn within 10
their ability to curse the living with wasting
feet of the bone hag takes 5 (1d10) necrotic damage.
diseases and to raise the dead with a mere gesture,
Innate Spellcasting.The bone hag9s innate spellcasting
bending these unfortunate souls to their
ability is Charisma (spell save DC 16, +8 to hit with spell
indomitable will. attacks). She can innately cast the following spells,
requiring no material components:
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Bone Hag Encounter Ideas
d20 Encounter Idea
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Glacial Hag
Medium fey, neutral evil
Glacial Hags
Armor Class 16 (natural armor)
Glacial Hags dwell in the frigid expanses of the
Hit Points 127 (15d8 + 60)
world’s coldest regions, from frost-covered tundras
Speed 30 ft.
to the cavernous ice caves of glaciers. Cloaked in
STR DEX CON INT WIS CHA the harshness of their frozen landscapes, these
21 (+5) 12 (+1) 18 (+4) 14 (+2) 15 (+2) 19 (+4) hags embody the relentless and bitter cold of their
Senses darkvision 60 ft., passive Perception 15 both predators and spirits of winter’s cruelty. They
Languages Common, Sylvan, Giant command the power to bend ice and snow to their
Challenge 8 (3,900 XP) Proficiency Bonus +3 will, shaping their environment to create traps or
Arctic Camouflage. The glacial hag has advantage on deeply intertwined with the cold, wielding spells
Dexterity (Stealth) checks made in snowy or icy terrain. that can freeze a man’s blood in his veins or
Innate Spellcasting.The glacial hag9s innate spellcasting frostbitten undead and cold-hearted beasts that
ability is Charisma (spell save DC 15, +7 to hit with spell roam the icy wastes. More rarely, they may align
attacks). She can innately cast the following spells, with or command elemental beings like ice
requiring no material components: elementals or frost giants, using these powerful
1/day each: cone of cold, icy grave, wall of ice deep snowdrifts or deadly ice mazes, reveling in the
Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one treasures from sunken ships, a Glacial Hag’s den is
target. Hit: 16 (2d10 + 5) slashing damage plus 7 (2d6) a deadly wonderland of beauty and horror. Within
cold damage. these icy walls, the hag conducts her dark rituals,
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Frost Breath (Recharge 5-6).The glacial hag exhales a blast
of freezing wind in a 30-foot cone. Each creature in that
area must make a DC 15 Constitution saving throw,
taking 22 (5d8) cold damage on a failed save, or half as
much damage on a successful one.
Variant Trait: Summon Ice Spirits
Invisible Passage.The glacial hag magically turns invisible You can add the following variant trait if you wish to
until she attacks or casts a spell, or until her enhance a glacial hag9s connection to the elemental
concentration ends (as if concentrating on a spell). While forces of ice.
invisible, she leaves no physical evidence of her passage,
so she can be tracked only by magic. Any equipment she Summon Ice Spirits (Recharges after a Short or a Long
wears or carries is invisible with her. Rest). As an action, the glacial hag can magically
Bonus Actions conjure 2d4 + 2 ice mephits to aid her. The
summoned creatures appear in unoccupied spaces
Change Shape. The glacial hag magically polymorphs into
within 60 feet of her and are under her control. The
a Small or Medium female humanoid, or back into her
mephits obey the glacial hag9s verbal commands
true form. Her statistics are the same in each form. Any
equipment she is wearing or carrying isn9t transformed. (no action required by the hag) and act on her
She reverts to her true form if she dies. initiative. The mephits disappear after 1 hour, when
the hag dies, or if they are reduced to 0 hit points.
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Mountain Hags
Mountain Hag
Mountain hags dwell in the rugged highlands and Large fey, neutral evil
and cruelty of their desolate environments. These Armor Class 17 (natural armor)
hags are large and robust, also possessing have a Hit Points 152 (16d10 + 64)
profound and innate connection with the elemental
Speed 30 ft., climb 30 ft.
forces of earth, being able to utilize this element to
STR DEX CON INT WIS CHA
shape their magic and traps.
23 (+6) 12 (+1) 19 (+4) 18 (+4) 16 (+3) 19 (+4)
With their stony, crag-like skin and piercing eyes
that reflect the coldness of their hearts, mountain Saving Throws Str +10, Con +8
hags are formidable beings of malice. They are SkillsDeception +8, Intimidation +8, Perception +7,
often found in caves or ancient ruins, surrounded Stealth +5, Survival +7
by stone golems or elementals bound to their will. Damage Resistances cold; bludgeoning, piercing, and
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Curse of the Mountain (Recharges after a Short or a Long
Rest). The mountain hag curses one creature she can see
within 60 feet of her. The target must succeed on a DC 16
Wisdom saving throw or be cursed for 1 minute. While
cursed in this way, a creature must make a DC 16
Constitution saving throw at the start of each of its turns
as its flesh starts to harden like stone. On the first failed
save for the duration of this curse, the creature9s
movement speed is halved. On a second fail, the creature
is restrained. On a third fail, the creature is petrified until
the curse ends or until lift by a remove curse spell or
similar magic.
Blood Hags, sinister entities within the realm of the Unlike some of their kin, Blood Hags engage in
fey, exhibit a disturbing obsession with blood which overt terror and manipulation. They might create
they utilize as a conduit for their dark magic. doppelgangers of their enemies from blood,
Known to dwell in areas marked by tragedy and sending these horrors to commit acts that sow
death such as ancient battlegrounds or desecrated discord and fear. Their strategies often involve
tombs, Blood Hags surround themselves with the weakening entire communities over time, turning
remnants of their gruesome exploits, creating lairs ally against ally by manipulating their perceptions
that reek of blood and decay. These lairs are often and planting seeds of distrust, all while staying
protected by blood-fueled spells and are adorned behind the scenes as much as possible. A Blood
with chilling trophies from their victims, such as Hag’s plots are usually complex and multifaceted,
drained corpses or body parts used in their aiming not just to harm individuals but to corrupt
These hags harness their blood magic to curse and bastions of despair and horror from which she can
201
Blood Hags’ Lair
Blood Hag
A Blood Hag’s lair is a macabre tableau of horror, Medium fey, chaotic evil
often thick with the iron scent of blood, and the Armor Class 16 (natural armor)
ground slick with it. Decorations include macabre Hit Points 127 (15d8 + 60)
trophies from past victims, such as preserved body
Speed 30 ft.
parts or blood-drained corpses displayed in
STR DEX CON INT WIS CHA
grotesque poses. Walls might be painted or marked
19 (+4) 18 (+4) 19 (+4) 16 (+3) 16 (+3) 21 (+5)
with runes drawn in blood, serving as potent
magical wards that protect the hag’s sanctuary. SkillsArcana +7, Deception +9, Medicine +7
Damage Immunities necrotic, poison
Lair Actions
Condition Immunities charmed, cursed, exhaustion,
When fighting within her lair, a Blood Hag can frightened, poisoned
manipulate the surroundings to her advantage. On Senses darkvision 60 ft., passive Perception 13
initiative count 20 (losing initiative ties), the Blood Languages Common, Infernal, Sylvan
Hag can take one of the following lair actions: Challenge 10 (5,900 XP) Proficiency Bonus +4
15 Wisdom saving throw or be paralyzed until Sanguine Regeneration. The blood hag regains 10 hit
the next initiative count 20. The blood hag is points at the start of her turn if she has at least 1 hit
unaffected by her own Hematologic Animation. point and has drunk blood in the past hour.
Invoke Blood: The blood hag recharges her
Sense Blood. The blood hag can sense the presence and
Blood Curse or her Blood Siphon.
direction of any creature within 300 feet of her that has
Regional Effects
blood flowing through its veins.
miles of the lair are often found dead without Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one
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Summon Blood Spawn (3/Day). The blood hag summons
Blood Spawn
a blood spawn in an unoccupied space within 30 feet of Small undead, chaotic evil
her. The summoned creature acts during the hag9s turn
and obeys her commands (no action required by the Armor Class 12 (natural armor)
blood hag). The blood spawn lasts for 1 hour, until the Hit Points 22 (5d6 + 5)
hag dies, or until it is reduced to 0 hit points. This ability Speed 20 ft.
has no effect on undead or constructs.
Bonus Actions STR DEX CON INT WIS CHA
203
Night Hags
manifesting as unexplained
malevolent attention.
adversaries to face.
204
Night Hags’ Lair
Lair Actions
actions:
Regional Effects
205
has dreadful visions. If these visions last for at least 1
Night Hag
Medium fiend, neutral evil
hour, the target gains no benefit from its rest, it is cursed
for the next 24 hours, and its hit point maximum is
Armor Class 17 (natural armor) reduced by 14 (4d6). If this effect reduces the target9s hit
Hit Points 153 (18d8 + 72) point maximum to 0, the target dies, and its soul is
Speed 30 ft. trapped in the hag9s soul bag. The reduction to the target9s
hit point maximum lasts until removed by a greater
restoration spell or similar magic.
STR DEX CON INT WIS CHA
At will: bestow curse, chill touch, minor illusion, scrying The night hag magically shifts from the
Ethereal Stride.
3/day each: bane, commune, curse of withering, fear, Ethereal Plane to the Material Plane, or vice versa.
shadow word: pain, soul leech
2/day each: blight, curse of hundred nightmares, soulrend Invisible Passage.The night hag magically turns invisible
1/day each: circle of death, curse of fractured fate, eyebite until she attacks or casts a spell, or until her
concentration ends (as if concentrating on a spell). While
Mistress of Curses.The night hag9s curses are particularly invisible, she leaves no physical evidence of her passage,
potent. When she attempts to curse a creature, she can so she can be tracked only by magic. Any equipment she
impose disadvantage on any saving throws made to resist wears or carries is invisible with her.
the curse9s effects.
Bonus Actions
Nightmare Haunting (1/Day). While on the Ethereal Plane, Change Shape. The night hag magically polymorphs into a
the night hag can use an action to touch a creature that is Small or Medium female humanoid, or back into her true
sleeping on the Material Plane. A protection from evil and form. Her statistics are the same in each form. Any
good spell cast on the target prevents this contact, as does equipment she is wearing or carrying isn9t transformed.
a magic circle. As long as the contact persists, the target She reverts to her true form if she dies.
The proficiency bonus of greater night hags is increased to +5, granting them a further
Proficiency Bonus Increase.
+1 bonus to their saving throws and skills in which they are proficient, as well as their attacks and save DCs for
spells and abilities.
Legendary Resistance (1/Day). If the greater night hag fails a saving throw, she can choose to succeed instead.
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Night Hag’s Magic Items taking 18 (4d8) necrotic damage per soul released
A night hag carries one legendary and two very rare on a failed save, or half as much on a successful
magic items that she must craft for herself. If either one. Additionally, each creature that fails the saving
object is lost, the night hag will go to great lengths throw by 5 or more is frightened for 1 minute.
to retrieve it, as creating a new tool takes time and While frightened in this way, a creature is also
Heartstone (Very Rare): This lustrous black gem the effect on itself on a success.
while it is in her possession. The touch of a Crystal Ball of True Seeing (Legendary): This
heartstone also cures any disease. Crafting a crystal ball is about 6 inches in diameter. While
heartstone takes 30 days. touching it, you can cast the scrying spell (using her
own spell save DC) with it. While scrying with the
Soul Bag (Very Rare): When a creature dies while crystal ball, the hag has truesight out to a range of
affected by certain night hag’s abilities (as detailed 120 feet centered on the spell’s sensor.
the hag can catch its soul in this black sack made of
points.
party critical information in exchange for a future
Two Souls. The night hag gains 50 temporary hit
favor. When she calls in the favor, it involves morally
dubious tasks, forcing the party to decide whether to
points and advantage on all attack rolls and saving
uphold their end or outsmart the hag.
throws made within the next minute.
4. The Manipulative Mentor. A young sorcerer
Three Souls. The night hag gains 75 temporary hit
struggling with her powers makes a pact with a
points and advantage on all attack rolls and saving
night hag for guidance. The hag gradually steers her
throws made within the next minute. Additionally,
toward darker magic, and the party must intervene
the night hag regains any expended uses of spells
before she falls completely under the hag9s
as per her Innate Spellcasting trait.
influence.
Soul Release. As an action, the night hag can
Night hags thrive on these complex, morally
release all the souls from her soul bag in a burst of
ambiguous relationships. They can be valuable
dark energy. Each creature within 60 feet of the
allies, providing critical assistance and powerful
night hag must make a Wisdom saving throw (with
magic, yet their aid always comes at a steep price.
a DC equal to 15 + the number of souls released),
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Blight Hags
Blight Hags are feared entities known for bringing Their corrupted minions, like sickly wolves and
decay and corruption to the lands they inhabit. plague-ridden insects, help spread the hag’s
With withered forms and mottled gray-green skin, influence. Blight Hags excel at curses and hexes,
these dark fey creatures exude an aura of rot and weakening their enemies with rot and disease. A
disease. Their eyes glow sickly yellow, and their touch from a Blight Hag can blacken flesh, and
long, clawed fingers drip with a toxic substance. their breath spreads debilitating illnesses. They
Blight Hags thrive in desolate environments such brew deadly potions and poisons, ensuring a slow,
as swamps, abandoned ruins, and tainted forests. painful death for their victims.
Their presence blights the land, causing crops to Drawn to places of natural beauty, Blight Hags
wither and animals to become sickly. The air grows seek to corrupt and defile them, turning verdant
heavy with the stench of decay, creating a palpable forests into barren wastelands and poisoning rivers
sense of dread for those who venture near. and streams. Their ultimate goal is to create a
These hags have a unique affinity for corrupting kingdom of rot and decay, spreading their
natural elements. They twist plants into tools of corruption far and wide.
their command.
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Blight Hag Spreading Curses. The blight hag9s curses spread like a
Medium fey, chaotic evil
contagion. When a creature starts its turn within 30 feet of
another creature that is cursed by the hag, the first
Armor Class 18 (natural armor)
creature must make a DC 10 Constitution saving throw for
Hit Points 209 (22d8 + 110)
each curse currently affecting the second creature. On a
Speed 30 ft.
failed save, it is cursed and suffers the same effects of the
curse affecting the other target.
STR DEX CON INT WIS CHA
Challenge 15 (13,000 XP) Proficiency Bonus +5 Rotting Bolt. Ranged Spell Attack: +11 to hit, range 120 ft.,
2/day each: blight, contagion, insect plague, soulrend Invisible Passage.The blight hag magically turns invisible
1/day each: blightstorm, circle of death, curse of endless until she attacks or casts a spell, or until her
torment, eyebite
concentration ends (as if concentrating on a spell). While
invisible, she leaves no physical evidence of her passage,
If the blight hag fails a
Legendary Resistance (1/Day). so she can be tracked only by magic. Any equipment she
saving throw, she can choose to succeed instead. wears or carries is invisible with her.
saving throw or be cursed until the start of its next turn. amplifies all her curses, immediately dealing damage to
Plants in the aura wither and die. each creature cursed by her as per the Curse of Rot trait.
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Coven Hags The Transformation into a Coven Hag
With enough time and power, any type of hag can
Coven Hags are the most powerful and malevolent
eventually become a Coven Hag. As they grow in
of their kind, often serving as the leaders of hag
strength, these hags transcend their innate abilities,
covens or sometimes living alone in a state of
becoming stronger and gaining new, more
retired seclusion. These hags have mastered the
formidable powers.
darkest of magics and possess an array of
Despite this fact, night hags are the most likely to
formidable abilities that make them both feared
become Coven Hags, due to their intrinsic
and respected by other hags and creatures alike.
connection to dark realms and their relentless
Their power is not only derived from their innate
pursuit of power. Following them, mountain hags,
magical abilities but also from their deep glacial hags, and blood hags also have a higher
knowledge of curses, hexes, and dark rituals. propensity to reach this exalted status. The process
Coven Hags frequently lead covens, groups of three of becoming a Coven Hag enhances the magical
or more hags who combine their powers to perform abilities of hags, reflecting their mastery of dark
even greater feats of dark magic. As leaders, Coven magic and making them even more feared.
Hags are the central figures in these groups,
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Coven Hags’ Lair
Lair Actions
actions:
throws it makes.
Regional Effects
toxic.
Challenge 20 (25,000 XP) Proficiency Bonus +6 The coven hag magically shifts from the
Ethereal Stride.
four eldritch blast attacks. spell with her Innate Spellcasting trait.
Coven Hag’s Magic Items
Designer’s Note on the Coven Hag’s Abilities
Similarly to Night Hags, Coven Hags have the In some cases, Coven Hags may possess additional
ability to craft their own magic items. Each Coven abilities similar to those detailed in the statblocks of
Hag carries at least one legendary and two very other hags or empowered versions of those abilities,
rare magic items, as detailed in the Night Hag’s reflecting their mastery of various aspects of magic.
Magic Items section. At the GM’s discretion, a For example, a Coven Hag with a connection to
Coven Hag may have more powerful versions of blight may retain or inherit some of the Blight Hag9s
these items or even possess additional items. abilities, such as the Curse of Rot or Spreading
Here’s an example of an optional magic item Curses traits. Similarly, a Coven Hag with an affinity
specifically designed to match a coven hag’s
for haunting dreams may retain the Nightmare
connection to dark magic.
Haunting trait from the Night Hag statblock.
When incorporating these abilities, GMs should
Amulet of Dark Whispers (Legendary): This adjust the save DC (if any) to match the Coven
obsidian amulet, shaped like a twisted, whispering Hag9s spell save DC for scaling purposes. This
face, allows the Coven Hag to exert her influence
ensures that the abilities remain challenging and
and control over others. It is worn around the neck
relevant to the Coven Hag9s overall power level,
on a chain made of finely woven silver threads.
giving her a further edge in combat encounters.
Crafting the Amulet of Dark Whispers requires 14
These possibilities for customization make the
days and the heart of a sentient creature. The
Coven Hag9s statblock a perfect template to craft
higher-level hags, providing Game Masters with the
process involves intricate rituals and the binding of
flexibility to tailor them to the specific needs of their
a dark spirit into the obsidian amulet. The amulet
campaigns. By blending traits and abilities from
of dark whispers has the following properties:
various hag types, GMs can create unique and
Telepathic Communication. While in the
memorable villains that challenge players in new
and unexpected ways. This versatility allows Coven
possession of this dark amulet, the Coven Hag can
Hags to fit seamlessly into a variety of storylines,
communicate telepathically with any creature
whether they are leading a coven, haunting dreams,
within 1 mile of her that she is aware of, provided
spreading blight, or pursuing other dark agendas.
she has seen the creature before. This telepathic
By selecting and adjusting additional abilities, Game
link does not require a shared language and allows
Masters can ensure that each Coven Hag encounter
the hag to whisper dark secrets and commands
is unique, challenging, and deeply integrated into
directly into the target’s mind.
their campaign world.
Consider adjusting the CR and XP awarded by Coven
Dominate Person. The Coven Hag can use the
Hags when using additional traits and effects, thus
amulet to cast the power word kill spell. If a
increasing their overall power level.
creature dies from this spell, the Coven Hag can
dawn.
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Hag Tactics Glacial Hag: Embodying the merciless aspect of
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Variant Rule: Coven of Hags
Covens are groups of hags that come together to pool their dark powers, becoming far more formidable than they
are individually. Typically, a coven consists of three hags of the same type, such as three night hags or three green
hags (but it may, occasionally, include more). While it is unusual for hags of different types to form a coven, it is
not entirely unheard of. However, certain hags like bone hags, blood hags, or blight hags are generally not known
for forming covens, although they might choose to do so under specific circumstances.
When hags form a coven, they gain access to unique traits and abilities that enhance them, as detailed below.
Consider adjusting the CR and XP awarded by hags forming a coven to reflect their empowered status and
abilities.
Coven Knowledge. Each hag in the coven can draw upon the collective knowledge and experiences of the coven,
gaining advantage on any ability check made to recall information about magic, curses, or history.
Coven Link. The hags in a coven share a mystical bond that enhances their resilience. When one hag takes
damage, another hag in the coven within 60 feet of the first hag can use her reaction to transfer half that damage
to herself instead.
Coven Magic. While all the hags forming a coven are within 30 feet of each other, they can each cast the following
spells once per day, requiring no material components: bestow curse, counterspell, phantasmal killer, eyebite
Magic Resistance. The hags in a coven have advantage on saving throws against spells and other magical effects.
Shared Senses. The hags in a coven can share their senses with each other. As an action, a hag can choose to see
through the eyes and hear through the ears of another willing hag in the coven who is on the same plane of
existence. This shared senses lasts for 1 hour or until any of the hags leaves the current plane of existence or
chooses to end this bond (no action required). Additionally, the hags can communicate telepathically with each
others while on the same plane of existence.
When one of the hags casts a spell using her Innate Spellcasting trait, she can choose to
Shared Spellcasting.
expend a usage of that spell from another willing hag in the coven within 30 feet of her instead of using her own.
Forming and Breaking a Coven
To form a coven, the hags must willingly come together and perform a ritual binding them to each other. This
ritual takes 24 hours and requires rare and valuable components. Once formed, a coven remains intact until one
of the hags is killed or willingly leaves the coven. If a hag leaves the coven, the remaining hags lose their coven
traits until they can find a suitable replacement and perform the binding ritual anew.
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Hags Knowledge Checks DC 25: Detect subtle clues and nuances in a
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Green Hags Knowledge Checks Religion Check
Arcana Check DC 12: Gain insight into the rituals and sacred
DC 12: Understand that green hags possess rites believed to contain or banish spectral hags,
innate spellcasting abilities, focusing on illusion involving complex ceremonies that tap into
DC 18: Gain insight into the full extent of a DC 18: Learn of specific, legendary spectral
green hag’s magical abilities, including their hags that have been documented as partaking in
capacity to manipulate environments with dark pacts with otherworldly entities, increasing
DC 15: Identify traits of green hags that allow spectral hag’s actions, revealing her schemes
them to blend into forest environments, utilizing that often involve trickery and long-term
DC 20: Discover the ecological impact of a green DC 23: Discern the weaknesses in a spectral
hag’s presence in a forest, typically twisting and hag’s defenses, particularly understanding how
corrupting flora and fauna to suit their nefarious they might be lured into vulnerabilities by
influence the fates of villages and individuals creatures adapted to aquatic environments,
from the shadows. notorious for their cruelty and connection to the
DC 22: Uncover rare scholarly texts that detail dark aspects of the sea.
the origins of green hags as corrupted fey, DC 15: Identify the Sea Hag’s ability to control
transformed by ancient curses or dark bargains. water and manipulate marine life, making them
complex schemes that may span decades. innate spellcasting abilities, focusing on spells
DC 12: Recognize that spectral hags, unlike and their lethal Death Glare, which can instantly
DC 18: Understand the spectral hag’s ability to DC 15: Discover tales and maritime legends that
manipulate their ethereal nature to evade speak of Sea Hags sinking ships and causing
attacks and the significance of their unique shipwrecks along notorious coasts.
spellcasting abilities that include curses and DC 20: Access detailed accounts of specific Sea
often as a result of a curse or unresolved malice. DC 19: Detect patterns in a Sea Hag’s behavior
DC 20: Access ancient texts that describe rare that hint at her broader schemes, such as her
instances of spectral hags who have influenced strategic use of her lair’s terrain to her
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Bone Hags Knowledge Checks DC 18: Learn about the ecosystems where
Survival Check
Nature Check
DC 10: Gain practical tips on how to survive
DC 15: Discern the unnatural influence Bone
encounters with Glacial Hags, such as avoiding
Hags exert over their surroundings, causing
their lairs and protecting oneself from their cold-
desolation and decay to both land and living
based magic.
creatures.
DC 15: Learn advanced survival techniques
DC 20: Identify the environmental left by a Bone
specific to Glacial Hags’ territories, including
Hag, such as dying plant life, sudden chills, or
how to identify and evade traps they set in icy
an unexplained pall over the landscape.
terrains.
Religion Check
Mountain Hags Knowledge Checks
DC 18: Learn about the rituals and dark deities
Arcana Check
Bone Hags may worship or invoke in their
DC 15: Recognize that Mountain Hags have
necromantic practices.
innate spellcasting abilities, mainly focused on
DC 22: Gain insight into the methods of
earth and stone manipulation.
permanently banishing or destroying a Bone
DC 20: Understand the complexities of the
Hag, which may involve consecrated ground or
Mountain Hag’s curse abilities, specifically how
holy rituals.
they can induce petrification in their foes.
History Check
Nature Check
DC 15: Uncover legends and tales of Bone Hags
DC 12: Know that Mountain Hags inhabit
from folklore, which often describe them as
rugged terrains such as high mountains and are
grave tenders or the ominous heralds of mass
often surrounded by elemental creatures.
deaths.
DC 18: Identify signs of a Mountain Hag’s
DC 20: Access more obscure historical records
presence, such as unnatural rock formations or
that detail encounters with Bone Hags,
sudden geological changes in mountainous
revealing their patterns of behavior and possible
areas.
motivations for haunting specific locations.
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Blood Hags Knowledge Checks Religion Check
Arcana Check DC 18: Gain insight into the religious and
DC 10: Knowledge about the blood dependency supernatural significance of night hags within
of Blood Hags, and the fact they experience pain various cults, especially their association with
and weakness if they don’t consume blood for death, fate, and the manipulation of the soul’s
Hags can cast using their blood magic, along that might otherwise go unnoticed.
blood of their foes. emotional tactics night hags use to bind and
graveyards, using these locations to enhance Night Hag Items and Abilities
their necromantic abilities. The following details on night hags9 items and
DC 18: Identify the environmental signs of a abilities can be revealed to players through
Blood Hag’s presence, such as unexplained successful knowledge checks or through dedicated
deaths of local wildlife or water sources research about hags in ancient texts, libraries, or by
occasionally turning to blood. consulting knowledgeable NPCs.
understanding their significance in various dark Heartstone: This black gem allows the night hag to
cults. cure any disease by touch and provides the ability to
DC 20: Learn about the ancient origins of Blood become ethereal. Understanding its crafting can
Hags, possibly linked to dark deities or blood reveal vulnerabilities in the hag9s operations.
magic rituals from forgotten religions. Soul Bag: Used to trap the souls of the dead or
DC 20: Uncover historical pacts made with night the essence of her victim, marking their soul with
hags that have led to significant tragedies or dark magic that can sap their life force and leave
shifts in power, indicating their long-term them vulnerable to further supernatural influences.
influence on mortal affairs.
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Blight Hags Knowledge Checks Coven Hags Knowledge Checks
that focus on decay, disease, and blight, powerful innate spellcasting abilities, focusing
corrupting everything they touch. on curses, necromancy, and mind control. They
DC 18: Understand the full array of a Blight can effortlessly cast spells that can debilitate,
Hag’s capabilities, including their potent curse control, or curse their enemies.
abilities and their use of highly toxic spells such DC 20: Understand the full range of a Coven
DC 15: Identify the signs of a Blight Hag’s with their powerful spellcasting abilities.
presence, such as withered plant life, sickly DC 20: Learn about the typical magic items
animals, and an overall decay of natural crafted by Coven Hags and their powers.
environments.
environment.
Medicine Check
DC 20: Gain insight into the ecological impact of
DC 13: Learn about the types of diseases and a Coven Hag, understanding how they corrupt
toxins associated with Blight Hags, useful in and manipulate natural surroundings to create
developing antidotes or treatments. their lairs and extend their influence. Learn
Blight Hag’s use of plagues and their symptoms, environmental damage caused by their
DC 15: Uncover lore about deities or spirits that toxins associated with Coven Hags, useful in
oppose Blight Hags, potentially useful for developing antidotes or treatments. Their magic
invoking divine aid against them. often inflicts illnesses that resist normal healing
consecrations that can cleanse areas desecrated DC 18: Discover advanced knowledge on the
by a Blight Hag’s presence. Coven Hag’s use of plagues and their symptoms,
DC 15: Discern the strategic methods a Blight understanding the specific nature of their curses
Hag might employ to spread her influence, and how they affect both mind and body.
create a realm of decay or her vengeance and deities that Coven Hags might invoke or
curses.
Survival Check
DC 20: Discover ancient rites and prayers that
DC 13: Recognize the early signs of blight in the can protect against or banish Coven Hags, often
environment, learning to avoid or remedy the involving powerful consecration rituals or divine
areas before full corruption sets in. intervention. Learn about specific rituals or holy
DC 18: Acquire techniques for surviving in artifacts that can be used to counter their dark
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Hag Encounter Ideas
d20 Encounter Idea
1 Conflicted Heritage : The adventurers encounter a Hagling tormented by its dual nature. It seeks help to
understand its powers while avoiding its hag mother9s attempts to reclaim it. The players must decide whether
to protect the Hagling or help it embrace its dark heritage.
2 Deceptive Forest: A Green Hag lures the party into a dense forest with the sound of a child9s cry for help. Once
inside, the hag uses illusions to disorient the players, leading them into traps set by her undead minions.
3 Haunted Village: In a village plagued by nightly hauntings, the players discover a Spectral Hag bound to a tragic
event from centuries ago. They must unravel the mystery and find a way to lay her spirit to rest, facing other
angry spirits along the way.
4 Shipwrecked: The players9 ship is caught in a violent storm conjured by a Sea Hag, leading to a shipwreck on a
treacherous island. The hag controls her sea creatures to attack the stranded players, who must find a way off
the island while dealing with the hag9s illusions.
5 Ritual of the Dead: In an ancient graveyard, a Bone Hag performs a dark ritual to raise an army of undead. The
players must interrupt the ritual and defeat the hag before she can complete her spell, all while fending off her
skeletal minions.
6 Deadly Blizzard: The players are caught in a fierce blizzard conjured by a Glacial Hag. They must survive the
deadly cold and navigate through snow-covered traps, all while the hag uses the storm to launch surprise
attacks with her ice magic.
7 Village Terror: A remote village is being terrorized by a Mountain Hag who demands tribute in the form of iron
and livestock. The players are hired to confront the hag, who uses her brute strength and control over giant
animals to intimidate and fight.
8 Drained Youth: Disguised as a beautiful maiden, a Blood Hag infiltrates a noble court to drain the life force of
the nobles. The players must uncover her true identity and stop her before she saps the vitality of the entire
court.
9 Nightmare Realm: One of the players is plagued by terrifying dreams, their life force slowly drained by a Night
Hag. The party must find a way to enter the dreamscape and defeat the hag, encountering twisted dream
Hag. The players must navigate the diseased forest, fighting off twisted animals and plants, to find and
either escape unnoticed or disrupt the coven9s dark ritual, facing the combined might of the hags and their
summoned fiendish creatures.
12 Elder’s Deceit: The party encounters a village elder who is actually a Green Hag in disguise. She uses her
illusions to manipulate the villagers for her gain. The players must expose her and free the village from her
control, dealing with her enchanted minions.
13 Trapped Hero: A Spectral Hag curses a local hero, trapping their spirit in the material world. The players must
break the curse and free the hero9s spirit, facing the hag9s spectral tricks and undead guardians.
14 Sirens’ Lure: Lured by a hauntingly beautiful song, the players find themselves in the lair of a Sea Hag
surrounded by the bones of her previous victims. They must resist her illusions and escape her army of
merfolk.
15 Guardian of the Crypt: A Bone Hag guards an ancient crypt, using the bones of the dead to animate skeletal
minions. The players must navigate the crypt9s traps and defeat the hag to retrieve a powerful artifact.
16 Ice Fortress: The players must infiltrate an ice fortress created by a Glacial Hag, braving deadly traps and
freezing temperatures. Inside, they face the hag and her elemental minions.
17 Iron Relic: A Mountain Hag possesses a powerful relic that she uses to control a tribe of hill giants. The players
must retrieve the relic and stop the hag9s reign of terror.
18 Blood Ritual: The players interrupt a dark ritual where a Blood Hag drains the life force from captured villagers.
They must defeat the hag and save the villagers, while dealing with the hag9s vampiric minions.
19 Soul Market: In a shadowy marketplace between planes, the players encounter a Night Hag trading in captured
souls. They must navigate the market9s dangers to rescue a trapped soul, facing otherworldly creatures.
20 Blighted Grove: The players find a grove of twisted, diseased trees at the heart of which resides a Blight Hag.
They must cleanse the grove and defeat the hag to stop the spread of corruption, fighting off her minions,
including several blighted treants and corrupted dryads.
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