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Better Hags

Hags are malevolent beings embodying nightmares and deceit, often found at the crossroads of the natural and supernatural worlds. They come in various forms, including Green Hags, Spectral Hags, Sea Hags, and more, each with unique powers and methods of manipulation. Haglings, the offspring of hags, inherit a mix of their mother's powers and often struggle with their identity, making them unpredictable and dangerous.

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0% found this document useful (0 votes)
162 views34 pages

Better Hags

Hags are malevolent beings embodying nightmares and deceit, often found at the crossroads of the natural and supernatural worlds. They come in various forms, including Green Hags, Spectral Hags, Sea Hags, and more, each with unique powers and methods of manipulation. Haglings, the offspring of hags, inherit a mix of their mother's powers and often struggle with their identity, making them unpredictable and dangerous.

Uploaded by

spipperi27
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

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

natural and supernatural worlds, where their worlds.

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.

paths. Bone Hag: Keepers of death and decay, Bone Hags

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.

Coven Hag: The pinnacle of hag society, Coven


Hag Types
Hags are the most powerful and cunning. They lead

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.

featured in this compendium. While some are

directly inspired by different tales and folklore,

others are the result of an effort in remaigining the

lore of hags to fit different narratives and themes.

187
Haglings

Haglings are the cunning offspring of hags, often Hagling


born from the union of these dark fey creatures Medium fey, chaotic evil

with mortals or other beings of magical nature.

Resembling their hag mothers in both


Armor Class 13 (natural armor)
Hit Points 44 (8d8 + 8)
temperament and magical affinity, haglings often
Speed 30 ft.
inherit a diluted form of their parent’s powers,

making them unpredictable and dangerous. Their


STR DEX CON INT WIS CHA
appearances can vary widely, often blending
14 (+2) 14 (+2) 12 (+1) 13 (+1) 11 (+0) 15 (+2)
humanoid features with the unsettling

characteristics of hags. Despite their smaller SkillsDeception +4, Stealth +4


stature and lesser strength compared to hags, Senses darkvision 60 ft., passive Perception 10
Languages Common, Sylvan
haglings are not to be underestimated. They are
Challenge 2 (450 XP) Proficiency Bonus +2
adept at manipulation and deception, using their

innate magic and cunning to lure, confuse, or

control those they encounter.


Innate Spellcasting.The hagling9s innate spellcasting
Haglings grow up on the fringes of both mortal and
ability is Charisma (spell save DC 12, +4 to hit with spell
attacks). The hagling can innately cast the following
fey societies, learning to navigate the complexities
spells, requiring no material components:
of both worlds while honing their innate magical

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

magic to evade capture and manipulate others into


Nimble Escape. The hagling can take the Disengage or
doing their bidding. Encounters with haglings often
Hide action as a bonus action on each of her turns.
involve complex schemes and indirect Actions
confrontations, with these crafty beings preferring
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one
to operate from the shadows rather than engage in
target. Hit: 7 (2d4 + 2) slashing damage.
direct combat.

Invisible Passage.The hagling magically 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 be tracked only by magic. Any equipment she
wears or carries is invisible with her.
Bonus Actions
Beguiling Gaze (Recharge 5-6). The hagling targets one
creature she can see within 30 feet of her. If the target
can see the hagling, it must succeed on a DC 12 Wisdom
saving throw against or be charmed for 1 minute. While
charmed in this way, a creature is incapacitated and has a
speed of 0. A charmed creature can repeat the saving
throw at the end of each of its turns, ending the effect on
itself on a success.

Art by Brian Brinlee 188


Green Hags

Green Hag In the shadowed groves and mists of the ancient

Medium fey, neutral evil forests, green hags weave their dark enchantments,

embodying the malice and deceit that festers in the


Armor Class 16 (natural armor) heart of wild places. These malevolent fey
Hit Points 82 (11d8 + 33)
creatures possess a deep connection to the natural
Speed 30 ft., swim 30 ft.
world, albeit in a corrupted manner, using this

bond to manipulate plant life, command woodland


STR DEX CON INT WIS CHA

19 (+4) 13 (+1) 16 (+3) 15 (+2) 12 (+1) 16 (+3) creatures, and ensnare the unwary with beguiling

illusions. Green hags are the whisper in the night

SkillsArcana +4, Deception +5, Nature +4, Perception that leads travelers from their path and the

+3, Stealth +5 mocking laughter that follows their despair.


Senses darkvision 60 ft., passive Perception 13
Green hags delight in corrupting the good-hearted
Languages Common, Druidic, Sylvan
and driving wedges between allies. Their magic
Challenge 3 (700 XP) Proficiency Bonus +2
allows them to craft illusions so convincing they

can shatter the mind, and their knowledge of


Amphibious. The green hag can breathe air and water. herbalism and potion-making is unparalleled. A

green hag’s lair is a twisted reflection of the


Innate Spellcasting.The green hag9s innate spellcasting
ability is Charisma (spell save DC 13, +5 to hit with spell surrounding forest, a place where the trees seem to

attacks). The hag can innately cast the following spells, watch and whisper, and where one wrong step can

requiring no material components: trap an intruder forever. Despite their inherent

cruelty, green hags possess an uncanny charm.


At will: affliction of the false path, druidcraft, minor illusion
They can appear as kindly forest dwellers to
2/day each: affliction of the murky depths, entangle, pass
deceive those who venture into their domains.
without trace
However, this guise quickly falls away to reveal
1/day each: hallucinatory terrain, phantasmal killer, plant
growth their true form: a hideous crone with skin the color

of decay, long, gnarled fingers, and eyes that gleam


Forest Camouflage. The green hag has advantage on with malevolence. A green hag’s true delight comes
Dexterity (Stealth) checks made to hide in forest terrain. not from the kill itself but from the torment and

despair their victims suffer before the end.


Mimicry. The green hag can mimic animal sounds and
humanoid voices. A creature that hears the sounds can
tell they are imitations with a successful DC 15 Wisdom
(Insight) check. Invisible Passage.The green hag magically turns invisible
until she attacks or casts a spell, or until her
Actions concentration ends (as if concentrating on a spell). While
Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one
invisible, she leaves no physical evidence of her passage,
target. Hit: 13 (2d8 + 4) slashing damage. so she can be tracked only by magic. Any equipment she
wears or carries is invisible with her.
Shadow Bolt. Ranged Spell Attack: +5 to hit, range 60 ft., Bonus Actions
one target. Hit: 18 (4d8) necrotic damage, and the target
must succeed on a Wisdom saving throw or be cursed Change Shape. The green hag magically polymorphs into
for 1 minute. A cursed creature can repeat the saving a Small or Medium female humanoid, or back into her
throw at the end of each of its turns, ending the effect on true form. Her statistics are the same in each form. Any
itself on a success. equipment she is wearing or carrying isn9t transformed.
She reverts to her true form if she dies.
The green hag reveals her
Horrifying Visage (Recharge 5-6).

true form. Each non-undead creature within 30 feet of the


Reactions
hag that can see her must succeed on a DC 13 Wisdom Weave Illusion. When a creature the green hag can see
saving throw or be frightened for 1 minute. While targets her with an attack, the hag creates an illusory
frightened in this way, a creature also has its movement duplicate of herself at a different location within 30 feet.
speed halved. A frightened creature can repeat the saving The attacker must succeed on a DC 13 Intelligence
throw at the end of each of its turns, with disadvantage if saving throw or redirect the attack to the duplicate
the hag is within line of sight, ending the effect on itself (provided it is a valid target for the attack), which
on a success. disappears immediately afterwards.

189
Green Hag Encounter Ideas
d12 Encounter Idea

1 Mistress of Misdirection : A green hag, using her


illusions, lures travelers into a dense, twisted part
of the forest where they are ambushed by wolves
she has bent to her will.
2 Bog of Bewitchment: In a seemingly harmless bog,

a green hag conjures mirages to lead adventurers


astray, into the clutches of giant spiders she
controls.
3 Ghastly Banquet: Disguised as a kind old woman,

a green hag invites the party to her cottage for a


meal, only to poison them and reveal her true
form, along with her zombie servants.
4 Coven’s Conclave: The party discovers a circle of

standing stones where a green hag and her sisters


prepare a dark ritual, guarded by skeletons risen
from the earth.
5 Enchanted Glade: A green hag has enchanted a

glade to ensnare trespassers with animated vines,


while she attacks from the shadows.
6 False Sanctuary: A green hag, pretending to be a

druid, offers shelter to the party in her grove,


which is actually a trap populated by awakened
trees under her command.

7 Flooded Fury: A coastal village suffers from

unnatural floods, caused by a green hag who has


allied with a water elemental to exact vengeance
on the villagers.
8 The Mimic’s Riddle: In an old mansion, a green

hag uses her mimicry to create echoes and voices,

leading the party into traps and against a mimic


disguised as treasure.
9 Witch’s Market: Deep in the forest, a green hag

runs a market dealing in forbidden magic,


guarded by gargoyles perched silently among the
trees.
10 Grove of Thorns: The party encounters a beautiful

garden, secretly tended by a green hag. The


garden9s thorny bushes are animated and attack
on her command.
11 Illusions of Despair: A green hag haunts an

abandoned village, creating illusions that replay


its tragic end to weaken the spirits of intruders, Publisher’s Choice Quality Stock Art
while shadows lurk, ready to drain their strength. © Rick Hershey / Fat Goblin Games
www.fatgoblingames.com
12 The Hag’s Apprentice: A young witch, seeking

power, unwittingly serves a green hag who sends


her to spy on and harass the party with minor
curses and the aid of a giant toad.

Environmental Hazards in Combat Encounters with Green Hags


While not possessing overwhelming brute strength, green hags can be formidable adversaries due to their
cunning and mastery over the surroundings of their lairs. When confronting adventurers, a green hag will rarely
engage in direct combat. Instead, she would prefer to lay intricate traps, employ illusions to disorient and
separate her foes, and call upon creatures of the forest or undead servants to fight on her behalf. Hags know their
domains intimately and use every aspect of the environment to gain an upper hand - whether it9s leading
intruders into natural hazards, using the dense foliage to hide and ambush, or calling forth powerful minions.

190
Spectral Hag
Medium undead, chaotic evil

Armor Class 13 (natural armor)


Hit Points 67 (9d8 + 27)
Speed 0 ft., fly 40 ft. (hover)

STR DEX CON INT WIS CHA

9 (-1) 15 (+2) 16 (+3) 13 (+1) 14 (+2) 19 (+4)

Saving Throws Wis +5, Cha +7


Damage Resistances acid, fire, lightning, thunder;
bludgeoning, piercing, and slashing from nonmagical
attacks
Damage Immunities cold, necrotic, poison

Condition Immunities charmed, exhaustion, frightened,

grappled, paralyzed, petrified, poisoned, prone,


restrained
Senses darkvision 60 ft., passive Perception 12

Languages Common, Sylvan

Challenge 5 (1,800 XP) Proficiency Bonus +3

The spectral hag can see 60 feet into the


Ethereal Sight.

Ethereal Plane when she is on the Material Plane, and


vice versa.

Incorporeal Movement. The spectral hag can move


through other creatures and objects as if they were
difficult terrain. She takes 5 (1d10) force damage if she
ends her turn inside an object.

The spectral hag9s spellcasting ability is


Spellcasting.

Charisma (spell save DC 15, +7 to hit with spell attacks).


She can cast the following spells, requiring no material
Spectral Hags components:
Spectral Hags are haunting remnants of hags who
At will: curse of binding shadows, chill touch, mage hand,
have clung to the mortal realm, refusing to pass on
minor illusion

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.

191
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.

192
Sea Hag
Medium fey, chaotic evil

Create Whirlpool. The sea hag magically creates a 40-foot


Armor Class 16 (natural armor) radius whirlpool centered on a point she can see within
Hit Points 102 (12d8 + 48) 60 feet that is within a body of water. For the next minute,
Speed 30 ft., swim 50 ft. the affected area becomes difficult terrain, and any
creature or object that starts its turn in the water within
STR DEX CON INT WIS CHA the area or enters it for the first time in a turn must
19 (+4) 14 (+2) 18 (+4) 12 (+1) 14 (+2) 19 (+4) succeed on a DC 15 Strength saving throw or be pushed
up to 20 feet towards the center of the whirlpool.
SkillsDeception +7, Perception +5, Stealth +5
Senses darkvision 60 ft., passive Perception 15 Invisible Passage.The sea hag magically turns invisible
Languages Aquan, Common until she attacks or casts a spell, or until her
Challenge 6 (2,300 XP) Proficiency Bonus +3 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
Amphibious. The sea hag can breathe air and water. wears or carries is invisible with her.
Horrific Appearance. Any humanoid that starts its turn Siren’s Call (Recharge 5-6).Provided it is not in her true
within 30 feet of the hag and can see the hag9s true form form, the sea hag sings a haunting melody. Each creature
must make a DC 15 Wisdom saving throw. On a failed within 300 feet that can hear the song must succeed on a
save, the creature is frightened for 1 minute. A creature DC 15 Wisdom saving throw or be charmed until the
can repeat the saving throw at the end of each of its melody ends. The hag must take a bonus action on her
turns, with disadvantage if the hag is within line of sight, subsequent turns to continue singing. She can stop
ending the effect on itself on a success. If a creature9s singing at any time. The song ends if the hag is
saving throw is successful or the effect ends for it, the incapacitated. While charmed by the hag, a target is
creature is immune to the hag9s Horrific Appearance for incapacitated and ignores the songs of other hags. If the
the next 24 hours. Unless the target is surprised or the charmed target is more than 5 ft. away from the hag, it
revelation of the hag9s true form is sudden, the target can must move on its turn toward her by the most direct
avert its eyes and avoid making the initial saving throw. route. It doesn9t avoid opportunity attacks, but before
Until the start of its next turn, a creature that averts its moving into damaging terrain, such as lava or a pit, and
eyes has disadvantage on attack rolls against the hag. whenever it takes damage from a source other than the
hag, a target can repeat the saving throw. A creature can
Innate Spellcasting.The sea hag9s innate spellcasting
also repeat the saving throw at the end of each of its
ability is Charisma (spell save DC 15, +7 to hit with spell
turns. If a creature9s saving throw is successful, the effect
attacks). She can innately cast the following spells,
ends on it. A target that successfully saves is immune to
requiring no material components:
this hag9s song for the next 24 hours.
At will: affliction of the baleful gaze, affliction of the murky Bonus Actions
depths, control water

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.

194
Bone Hags
Bone Hag
Bone Hags are a sinister breed of undead hags, Medium undead, neutral evil

risen from the graves of witches who were buried

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

graveyards, ancient battlefields, or cursed Condition Immunities charmed, cursed, exhaustion,

necropolises, where death’s veil is thin. These hags


frightened, poisoned
Senses darkvision 60 ft., passive Perception 16
harness the residual necromantic energies of these
Languages Common
places, using them to fuel their powerful magic and
Challenge 7 (2,900 XP) Proficiency Bonus +3
to command legions of undead.

Unlike their living counterparts, Bone Hags have


Grave Walker. The bone hag can move through other
an obsession with collecting bones, which they use
creatures and objects as if they were difficult terrain. She
in their dark rituals and to construct their lairs and
takes 5 (1d10) force damage if she ends her turn inside
guardians. They are often found surrounded by
an object.
constructs of bone and shadow, remnants of their

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:

At will: chill touch, inflict wounds, minor illusion


3/day each: animate dead, aura of decay, bone shield
2/day each: curse of withering, grasp of the dead, summon
ghoul

1/day each: blight, soulrend


Actions
Multiattack.The bone hag makes two attacks with her
claws. She can replace one attack to cast a spell or use
her Curse of Fragility.

Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one

target. Hit: 15 (2d10 + 4) slashing damage plus 7 (2d6)


necrotic damage.

The bone hag targets one


Curse of Fragility (Recharge 5-6).

creature she can see within 60 feet. The target must


succeed on a DC 16 Constitution saving throw or be
cursed for the next minute. While cursed in this way, a
creature is vulnerable to bludgeoning, piercing, and
slashing damage. A cursed creature can repeat the
saving throw at the end of each of its turns, ending the
effect on itself on a success.

The bone hag summons 2d4 + 2


Call of the Grave (1/Day).

skeletons or zombies in unoccupied spaces within 60 feet


of her. These undead obey the hag9s command (no
action required by the hag), acting on their own initiative.

195
Bone Hag Encounter Ideas
d20 Encounter Idea

1 Crypt Awakening : In an ancient crypt, a bone hag


reanimates the skeletons of fallen knights.
2 Graveyard Fog: A dense fog rolls over a local

graveyard where a bone hag lurks, using the mist


to conceal her undead minions.
3 Cursed Mausoleum: Adventurers exploring a crypt

find themselves cursed by a bone hag, causing


them to hallucinate and see allies as threats.
4 Bone Oracle: A bone hag posing as an oracle offers

adventurers foreboding prophecies in exchange


for sacrificial offerings.
5 Phantom Feast: In a desolate village, a bone hag

invites the party to a feast where the food is


cursed, slowly turning guests into ghouls.
6 Harvester of Sorrows: The bone hag stalks a war-

torn land, raising the slain as undead soldiers to


fuel a never-ending battle.
7 Dance of the Dead: The haunting melody from a

bone hag8s flute causes the dead to rise and

dance, trapping adventurers in a macabre waltz.


8 Skeletal Bridge: To cross a chasm, adventurers

must navigate a bridge made of animated


skeletons, controlled by a hidden bone hag.
9 Necrotic Nursery Rhymes: Children in a village

begin reciting eerie nursery rhymes that foretell


doom, a sign of the bone hag8s influence.
10 Relic of Bone: Adventurers are tasked with

retrieving a powerful artifact from a bone hag who


uses it to command a legion of bone constructs.
11 Whispers from the Underworld: A bone hag uses

her connection to the spirit world to unleash


ghostly apparitions that terrorize a town.
12 Unholy Alliances: A bone hag allies with a

necromancer, providing undead minions for


mutual goals of chaos and destruction.
13 Dungeon of Despair: Deep in a dungeon, a bone

hag8s lair is filled with traps made of bones.

14 Catacomb Echoes: Echoes in the catacombs turn

into deadly realities as a bone hag manipulates


sound to confuse and frighten explorers.
15 Guardian of the Bone Garden: In a twisted garden,

every plant is fused with bone, and a bone hag


guards a secret buried beneath.
16 Museum of Malice: A museum9s exhibits come to

life at night, animated by a bone hag using the


bones of ancient beasts.
17 Festival of the Dead: During a local festival, a bone

hag raises the town9s ancestors to attack.

18 The Bone Hag’s Gamble: Adventurers must play a

high-stakes game with a bone hag, where losing


could mean joining her undead horde.
19 Siege of Shadows: A bone hag lurks in a castle,

raising the long-dead defenders to repel intruders.


20 Reaper’s Masquerade: At a masquerade ball, a

bone hag disguised as a noblewoman curses

attendees, slowly turning them into skeletons.

196
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

homes. Their appearance is harsh and eerie, with


Saving Throws Con +7 skin as pale and blue as ice, eyes that shimmer like
Skills Arcana +5, Deception +7, History +5, Perception
frozen lakes, and hair that flows like the trailing
+5, Persuasion +7
winds of a blizzard.
Damage Immunities cold
In these desolate and icy realms, Glacial Hags are
Condition Immunities charmed, frightened

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

forge weapons from the ice itself. Their magic is

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

conjure blizzards that blind and disorient their


Icy Step. The glacial hag can move across areas of enemies.
difficult terrain caused by icy surfaces without expending
Glacial Hags are solitary creatures by nature, often
extra movement.
found alone or occasionally in the company of

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

allies to enforce their will across the frozen


At will: flash freeze, minor illusion, ray of frost
landscapes.
3/day each: frost tomb, hold person, sleet storm
2/day each: ice storm, frostguard, slow Glacial Hags are known to lure lost travelers into

1/day each: cone of cold, icy grave, wall of ice deep snowdrifts or deadly ice mazes, reveling in the

slow, chilling despair of their victims as they


Frozen Heart. Any creature that starts its turn within 10 succumb to the cold or starvation. These hags are
feet of the glacial hag must succeed on a DC 15
also known to strike bargains with those desperate
Constitution saving throw or have its movement speed
enough to seek their aid, trading frost-tinged
halved until the start of its next turn due to frostbite. A
creature immune to cold damage can9t be affected by potions and icy enchantments for the warmth of a

this trait. living soul or a promise bound in ice.

Actions Their lairs are as forbidding as the hags

themselves, often located in inaccessible spots like


Multiattack. The glacial hag makes two attacks with her the heart of a glacier or a frozen cliffside.
claws. She can replace one attack with her Chilling Gaze Decorated with the frozen remnants of unfortunate
or her Frost Breath.
adventurers and the glittering, ice-encased

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,

communing with ancient spirits of ice and storm,


Chilling Gaze (Recharge 4-6). The glacial hag targets one and weaving old magics that ensure her dominion
creature she can see within 30 feet of her. The target
over her cold, harsh territory.
must succeed on a DC 15 Constitution saving throw or
take 27 (6d8) cold damage and be slowed (as per the
slow spell) for 1 minute. A slowed creature can repeat the

saving throw at the end of each of its turns, ending the


effect on itself on a success.

197
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.

198
Mountain Hags
Mountain Hag
Mountain hags dwell in the rugged highlands and Large fey, neutral evil

remote mountain ranges, embodying the harshness

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

These hags use their innate abilities to manipulate


slashing from nonmagical attacks
Condition Immunities charmed, frightened
the rock and ice, causing avalanches or opening
Senses darkvision 60 ft., passive Perception 17
chasms to deter or destroy unwelcome visitors.
Languages Common, Giant, Sylvan, Terran
Mountain hags are known for their cunning and
Challenge 9 (5,000 XP) Proficiency Bonus +4
strategic minds, preferring to lure travelers into

deadly terrain rather than confronting them


Hardened Skin. The mountain hag has 25 temporary hit
outright. They delight in the slow torment of their
points. Until these hit points last, the mountain hag has
victims, often casting curses that leave adventurers
resistance to bludgeoning, piercing, and slashing
lost and disoriented in dangerous altitudes or damage.
cursed to slowly turn to stone. They are masters of

illusion and transformation, able to blend into their


Innate Spellcasting. The mountain hag9s innate
rocky domains with ease, making them nearly
spellcasting ability is Charisma (spell save DC 16, +8 to
hit with spell attacks). She can innately cast the following
invisible until it is too late.
spells, requiring no material components:

At will: curse of the sinking stone, meld into stone, minor


illusion

3/day each: major image, sleet storm, stone shape,


stoneskin

2/day each: greater invisibility, ice storm, move earth,


seeming

1/day each: earthquake, flesh to stone, wall of stone

Rocky Resilience.The mountain hag is immune to spells


and effects that would alter her form, knock her prone, or
move her against her will.

The mountain hag always knows the


Territorial Awareness.

exact distance and location of any creature moving on


the ground within 1 mile of her in mountainous terrain.
Actions
Multiattack.The mountain hag makes two attacks with
her claws. She can replace one attack with her Curse of
the Mountain or her Crushing Grasp.

Claws. Melee Weapon Attack: +10 to hit, reach 5 ft., one

target. Hit: 19 (2d12 + 6) piercing damage.

Rock Throw. Ranged Weapon Attack: +10 to hit, range


60/240 ft., one target. Hit: 28 (4d10 + 6) bludgeoning
damage.

199
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.

Crushing Grasp (Recharge 5-6). Melee Weapon Attack: +10


to hit, reach 5 ft., one target. Hit: 24 (4d8 + 6)
bludgeoning damage. If the target is a Large or smaller
creature, it is grappled (escape DC 15). Until this grapple
ends, the target is restrained, and the hag can9t use this
attack or another creature. When the hag uses her
Crashing Grasp on a creature it has grappled, the attack
is treated as an automatic hit.

Invisible Passage.The mountain hag magically 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 be tracked only by magic. Any equipment she
wears or carries is invisible with her.
Bonus Actions
Change Shape. The mountain hag magically polymorphs
into a Large or smaller female humanoid, or back into
her true form. Her statistics are the same in each form.
Any equipment she is wearing or carrying isn9t
transformed. She reverts to her true form if she dies.
Bonus Actions
Rocky Hide (1/Day). The mountain hag hardens her skin
to stone, increasing her AC by 2 until the start of her next
turn.

Variant Trait: Summon Earth Spirits


You can add the following variant trait to enhance a
mountain hag9s connection to the elemental forces
of the earth and stone.

Summon Earth Elemental (Recharges after a Short or a

Long Rest). As an action, the mountain hag can


magically call forth an earth elemental. The
summoned creature appears in an unoccupied
space within 60 feet of her and is under her control.
The creature obeys the mountain hag9s verbal
commands (no action required by the hag) and acts
on her initiative. The summoned creature
disappears after 1 hour, when the hag dies, or if it is
reduced to 0 hit points.
Blood Hags

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

nefarious rituals. or control entire regions, turning them into

These hags harness their blood magic to curse and bastions of despair and horror from which she can

control, making them feared even among other draw power.

dark creatures. They can manipulate blood to

create mists that obscure vision, animate the blood

of the injured to paralyze them, or even cause water

sources to turn undrinkable. The presence of a

Blood Hag in an area can lead to widespread

unease; local fauna might be found inexplicably

drained of blood, and nearby residents could suffer

from nightmarish visions filled with bloodshed,

further testifying to the hag’s malevolent influence.

In combat, Blood Hags are formidable opponents

who prefer to weaken their foes with curses before

engaging directly. They are particularly vengeful; if

not vanquished, a Blood Hag will relentlessly

pursue those who have thwarted her.

201
Blood Hags’ Lair
Blood Hag
A Blood Hag’s lair is a macabre tableau of horror, Medium fey, chaotic evil

designed to instill fear and discomfort. The air is

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

Blood Mist: The blood causes the blood within


Blood Magic.When the blood hag casts a spell that deals
the lair to rise as a mist to protect herself. The
necrotic damage with her Innate Spellcasting trait, she
area in a 20-foot radius centered on the hag can choose to not expend any use of that spell and lose a
becomes heavily obscured for every creature number of hit points equal to five times the spell9s level
other than the hag until the next initiative count instead.
20. Whenever a creature starts its turn within
The blood hag9s spellcasting ability is
Innate Spellcasting.
the mist or enters it for the first time in a turn, it
Charisma (spell save DC 17, +9 to hit with spell attacks).
must make a DC 15 Constitution saving throw
She can innately cast the following spells, requiring no
or take 9 (2d8) necrotic damage and heal the material components:
blood hag by the same amount.

Hematologic Animation: The blood hag


At will: chill touch, detect thoughts, minor illusion
animates the blood of her injured enemies. Each
3/day each: bane, bestow curse, blood boil, soul leech
2/day each: blight, blood mirror, soulrend
living creature within the lair that is below half
1/day each: circle of death, eyebite
its maximum hit points must succeed on a DC

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.

The region surrounding a Blood Hag’s lair is


Actions
blighted by her dark presence, which manifests in Multiattack.The blood hag makes two attacks with her
several unsettling ways: claws. She can replace one attack to cast a spell or use
her Blood Curse.
1. Dead Animals: Small animals within three

miles of the lair are often found dead without Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one

any visible wounds, completely drained of blood.


target. Hit: 15 (2d10 + 4) slashing damage plus 10 (3d6)
2. Sanguine W aters: Water sources within five
necrotic damage.
miles of the lair occasionally turn blood-red and
Blood Curse (Recharge 5-6). The blood hag targets one
become undrinkable. creature she can see within 60 feet of her. The target
3. Haunting Nightmares: Creatures within ten must succeed on a DC 17 Wisdom saving throw or be
miles report nightmares filled with violence, cursed for 1 minute. While cursed in this way, a creature
often waking up with unexplained wounds. can9t regain hit points, and the blood hag regains 5 hit
points each time the target takes damage. A cursed
If the blood hag is slain, these effects fade over the creature can repeat the saving throw at the end of each of
course of the next 24 hours.
its turns, ending the effect on itself on a success.

202
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

9 (-1) 14 (+2) 12 (+1) 6 (-2) 10 (+0) 5 (-3)


Blood Siphon (Recharge 5-6). The blood hag chooses one
creature within 30 feet of her that is below half its Damage Immunities necrotic, poison
maximum hit points. The target must make a DC 17 Condition Immunities charmed, cursed, exhaustion,
Constitution saving throw, taking 14 (4d6) necrotic frightened, poisoned
damage on a failed save, or half as much damage on a Senses darkvision 60 ft., passive Perception 10
successful one. The blood hag regains hit points equal to Languages understands the languages of its creator but
the necrotic damage dealt in this way. can9t speak
Challenge 1/2 (100 XP) Proficiency Bonus +2

Blood Dependency. The blood spawn has advantage on


melee attack rolls against any creature that doesn9t have
all its hit points, unless the target is an undead or a
construct.

Sense Blood.The blood spawn can sense the presence


and direction of any creature within 60 feet of it that has
blood flowing through its veins.
Actions
Leech Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one
creature. Hit: 4 (1d4 + 2) piercing damage plus 3 (1d6)
necrotic damage, and if the target is not an undead or a
construct, the blood spawn regains hit points equal to
the necrotic damage dealt.

Blood Drain. Melee Weapon Attack: +4 to hit, reach 5 ft.,

one creature that is grappled, paralyzed, prone, or


restrained. Hit: 11 (2d8 + 2) necrotic damage, and if the
target is not an undead or a construct, its hit point
maximum is reduced by an amount equal to the necrotic
damage taken. This reduction lasts until the target
finishes a long rest. The target dies if this effect reduces
its hit point maximum to 0.

Blood Hags’ Blood Dependency


Blood Hags rely on blood not only for sustenance but also as a core component of their spells and dark rituals.
When a Blood Hag consumes a significant amount of blood, she gains access to the Sanguine Regeneration trait,
but she may possibly also gain temporary enhancements at the GM9s discretion - such as temporary hit points,
strengthened spell effects, or access to unique abilities. This dependency on blood also shapes their behavior;
Blood Hags are compelled to seek out creatures from which they can draw this life force.
However, if a Blood Hag is unable to feed on blood for an extended period, she suffers dire consequences. While
a Blood Hag can survive without consuming blood for up to a week without repercussions, beyond this period,
she begins to experience intense pain and physical debilitation. For each additional day a blood hag goes without
consuming blood, she gains one level of exhaustion, up to a maximum of five. Although a blood hag cannot die
from blood deprivation, the pain escalates, severely weakening them and potentially impairing their ability to cast
spells or defend themselves effectively. This vulnerability can be a critical factor in encounters with blood hags,
especially if they have been isolated or trapped away from sources of blood for extended periods of time.

203
Night Hags

In the gloom of night and the shadowed corners of

dreams, the Night Hag thrives, a sovereign of

nightmares and dealer in souls. Cloaked

in darkness, her form shifts between

the material and ethereal planes,

allowing her to haunt the dreams

of mortals and sap their vitality.

Her visage is a haunting echo

of both beauty and horror,

with eyes that pierce the

veil of sleep to gaze into

the deepest fears of her

victims. The realm of a

Night Hag is the Ethereal

Plane, but her influence

seeps into the waking world,

manifesting as unexplained

maladies and curses that

befall those who attract her

malevolent attention.

Night Hags collect souls as

a connoisseur collects fine art,

with each soul trapped within

a cursed gem, doomed to an

eternity of suffering. These

hags are masters of curses

and dark pacts, binding their

victims with agreements that

damn them for lifetimes. Their

lairs, often hidden between the

planes, are fortresses of nightmares,

filled with the spoils of their hunts

and the echoes of the tormented.

Night Hags are cunning and patient,

often enacting long-term plans that

may span decades or even centuries.

Their methods are subtle and insidious,

making them particularly dangerous

adversaries to face.

Night Hags as Cunning Plotters


Night hags are cunning plotters who thrive on
haunting their adversaries beyond the physical
realm. They specialize in tormenting their foes in
dreams and scrying on them, often attacking only
when their targets are most vulnerable. Due to their
ability to move between planes, night hags are
notoriously difficult to kill. Surviving an encounter
with a night hag may mean dealing with its long-
term malice, as it can hold grudges and haunt its
enemies persistently, waiting for the perfect
moment to exact its revenge. Art by Brian Syme

204
Night Hags’ Lair

A Night Hag’s lair is often located in desolate ruins

or deep within haunted forests where nightmares

feel almost palpable. The atmosphere is heavy,

and the air filled with a chilling mist that seems to

whisper with the voices of the damned.

Lair Actions

On initiative count 20 (losing initiative ties), the

Night Hag can take one of the following lair

actions:

Nightmare Fog: Ethereal mists fills the lair until

the next initiative count 20. The area becomes

heavily obscured for all creatures except the

Night Hag. Each creature that starts its turn in

the fog must succeed on a DC 15 Wisdom

saving throw or be inflicted with terrifying

visions, suffering disadvantage on attack rolls

until the start of its next turn.

Ethereal Chains: Ghostly chains lash out at one

creature the Night Hag can see within 30 feet of

her. The target must succeed on a DC 15

Strength saving throw or be restrained until the

next initiative count 20.

Drain Vitality: The Night Hag leeches strength

from her foes. Each creature within 30 feet of

the hag that is not an undead or construct must

succeed on a DC 15 Constitution saving throw

or take 7 (2d6) necrotic damage. The night hag

gains a number of temporary hit points equal to

half the total damage dealt in this way.

Regional Effects

The region around a Night Hag’s lair is infused

with a pervasive sense of dread and despair:

1. Restless Sleep: Creatures within one mile of the

lair find their sleep disturbed by nightmares.

When a creature makes long rest, it wakes up

anxious and unsettled, suffering disadvantage

on all ability checks until the next long rest.

2. Shadowy Visions: Shadows within three miles

of the lair seem to move of their own accord,

occasionally forming into the silhouettes of

twisted creatures or the hag herself.

3. Unsettling Silence: The natural sounds within

five miles of the lair occasionally cease abruptly,

plunging the area into an unnerving silence that

heightens the sense of dread.

These effects intensify during the night and are

stronger under the new moon. If the Night Hag

dies, these effects fade over the course of 2d4 days.

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

21 (+5) 16 (+3) 19 (+4) 19 (+4) 16 (+3) 23 (+6) Actions


Saving Throws Con +8, Wis +7, Cha +10 Multiattack.The night hag makes two attacks with her
Skills Arcana +8, Deception +10, Insight +7, Perception
claws. She can replace one attack to cast a spell or use her
+7, Persuasion +10, Stealth +7 Soul Curse.
Damage Resistances cold, fire; bludgeoning, piercing, and
Claws. Melee Weapon Attack: +9 to hit, reach 5 ft., one
slashing from nonmagical attacks
target. Hit: 16 (2d10 + 5) slashing damage plus 14 (4d6)
Damage Immunities necrotic
necrotic damage.
Condition Immunities charmed, exhaustion, frightened

Senses darkvision 120 ft., passive Perception 17


Soul Curse (Recharge 5-6). The night hag targets one
Languages Abyssal, Common, Infernal, Primordial
creature she can see within 60 feet of her. The target must
Challenge 12 (8,400 XP) Proficiency Bonus +4
succeed on a DC 18 Wisdom saving throw or be cursed
for 1 hour. While cursed in this way, a creature cannot
The night hag can see 60 feet into the
Ethereal Sight. regain hit points, and if it dies, its soul is trapped in the
Ethereal Plane when she is on the Material Plane, and vice hag9s soul bag.
versa.
Infernal Pact (1/Day). The night hag forges a magical, dark
The night hag9s spellcasting ability is
Innate Spellcasting. pact with a willing creature, granting it a boon in exchange
Charisma (spell save DC 18, +10 to hit with spell attacks). for a service or the creature9s soul. The specifics of the
She can innately cast the following spells, requiring no pact, including the boon and required service, are
material components: determined by the GM.

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.

Variant: Greater Night Hag


The most powerful night hags are known for their enhanced magical abilities and resilience. As a Game Master,
you can elevate certain night hags into greater night hags, adding a heightened level of challenge to encounters
involving these terrifying fiends. These creatures have a CR of 14 (13,000 XP) and have Hit Points: 178 (21d8 +
84), along with the following traits and enhancements:

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.
206
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

effort. paralyzed. A frightened creature can repeat the

saving throw at the end of each of its turns, ending

Heartstone (Very Rare): This lustrous black gem the effect on itself on a success.

allows a night hag to use her Ethereal Stride action

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.

in the night hag statblock provided in this manual),

the hag can catch its soul in this black sack made of

stitched flesh. A soul bag can hold up to three souls


Pacts with Night Hags
at a time, and only the night hag who crafted the
Night hags are masters of dark pacts, offering
bag can catch a soul with it. Crafting a soul bag
power, knowledge, or aid in exchange for services,
takes 7 days and a humanoid sacrifice (whose flesh
souls, or other concessions. These pacts make night
is used to make the bag). While the soul bag has
hags perfect NPCs who can act as both allies and
foes, sometimes even simultaneously. Here are
one or more souls, the night hag gains the following
some examples of pacts that may be stipulated by
abilities:
hags, together with brief ideas for integrating them
One Soul. The night hag gains advantage on saving
within your campaign:
throws against spells and magical effects.
1. The Ambitious Noble. A noble seeks power to
Two Souls. The night hag regains 5 hit points at the
usurp a rival and makes a deal with a night hag. As
start of her turn if she has at least 1 hit point.
he gains power, he becomes paranoid and cruel,
Three Souls. The night hag gain a +1 bonus to its
influenced by the hag9s whispers. The party may
spell save DC and spell attack rolls.
assist the noble, only to uncover his dark dealings.
2. The Cursed Village. A village plagued by
The night hag can expend any number of souls

from the soul bag to gain temporary benefits. As an


nightmares makes a pact with a night hag to end
their suffering, agreeing to a yearly tribute of souls.
action, she can release one or more souls, granting
The party may arrive as the deadline approaches,
her the following effects based on the number of
facing the challenge of saving the villagers or
souls released:
breaking the pact.
3. The Shadowy Informant. A night hag offers the
One Soul. The night hag gains 25 temporary hit

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),

207
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.

destruction, with gnarled trees and thorny vines at

their command.

208
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

20 (+5) 18 (+4) 21 (+5) 18 (+4) 16 (+3) 23 (+6) Actions


Multiattack. The blight hag makes two rotting touch
Saving Throws Con +10, Wis +8, Cha +11
attacks. She can replace one attack to cast a spell or use
Skills Arcana +9, Deception +11, Medicine +8, Nature +9,
her Plague Wave.
Perception +8
Damage Resistances acid, cold, fire, necrotic
Rotting Touch. Melee Spell Attack: +11 to hit, reach 5 ft.,
Damage Immunities poison; bludgeoning, piercing, and
one target. Hit: 18 (4d8) necrotic damage, and the target
slashing from nonmagical attacks must succeed on a DC 19 Constitution saving throw or be
Condition Immunities charmed, cursed, exhaustion,
cursed for the next minute. A cursed creature can repeat
frightened, poisoned the saving throw at the end of each of its turns, ending the
Senses darkvision 120 ft., passive Perception 13
effect on itself on a success.
Languages Common, Sylvan

Challenge 15 (13,000 XP) Proficiency Bonus +5 Rotting Bolt. Ranged Spell Attack: +11 to hit, range 120 ft.,

one target. Hit: 45 (10d8) necrotic damage. If the target is


Curse of Rot. The curses of the blight hag carry a a creature, it must succeed on a DC 19 Constitution or
particularly potent rot. While cursed by the blight hag, a gain one level of exhaustion.
creature takes 4 (1d8) necrotic damage at the end of each
Plague Wave (Recharge 5-6). The blight hag unleashes a
of its turns for each curse affecting it. This damage can9t
wave of pestilence in a 60-foot cone. Each creature in that
be reduced by any means.
area must make a DC 19 Constitution saving throw, taking
The blight hag9s spellcasting ability is
Innate Spellcasting.
45 (10d8) poison damage on a failed save, or half as
Charisma (spell save DC 19, +11 to hit with spell attacks). much damage on a successful one. A creature that fails
She can innately cast the following spells, requiring no on the saving throw is also cursed for the next minute.
material components: While cursed in this way, a creature can9t regain hit points
or gain temporary hit points. A cursed creature can repeat
At will: bestow curse, druidcraft, minor illusion, ray of sickness the saving throw at the end of each of its turns, ending the
3/day each: aura of decay, bane, curse of withering, fear, effect on itself on a success.
shadow word: pain, soul leech

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.

Pestilent Aura. Any creature that starts its turn within 10


Bonus Actions
feet of the blight hag must make a DC 15 Constitution The blight hag
Amplify Curse of Rot (Recharge 4-6).

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.

Blight Hags as Harbingers of Contagion and Decay


Blight Hags are notorious for their nomadic nature, rarely establishing lairs as other hags might. Instead, they
wander through desolate lands, spreading decay and disease wherever they go. Their presence brings about the
withering of plants, the spread of pestilence, and the corruption of natural environments. This relentless
wandering serves their chaotic and evil purposes, ensuring that no place remains untouched by their blighted
influence. As they move from one location to another, they leave behind a trail of death and suffering, making
them feared by all who dwell in the natural world.

209
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,

orchestrating their activities and often being the

source of their most potent spells and rituals. Their

leadership ensures that the coven operates with

brutal efficiency, capable of enacting large-scale

ritual, controlling vast regions of wilderness, and

manipulating local politics to further their sinister

agendas. The presence of a Coven Hag in a coven

significantly amplifies the collective power of the

group, making them a force to be reckoned with.

While most Coven Hags lead covens, some

choose to live in isolation, particularly as

they grow older and seek a more solitary

existence. In their solitude, these hags

continue to hone their magical skills and

accumulate knowledge, becoming even

more dangerous. Retired Coven Hags

often occupy remote and inhospitable

locations, such as desolate swamps,

haunted forests, or ancient ruins,

where they can practice their

dark arts undisturbed.

210
Coven Hags’ Lair

A Coven Hag’s lair is often found in corrupted

lands, blighted forests, or ancient ruins where

decay and disease pervade every inch.

Lair Actions

On initiative count 20 (losing initiative ties), the

Coven Hag can take one of the following lair

actions:

Blighted Ground: The ground within a 20-foot

radius centered on a point the Coven Hag can

see within the lair becomes corrupt until the

next initiative count 20. Any creature other than

the hag that starts its turn within the area or

enters it for the first time in a turn must succeed

on a DC 18 Constitution saving throw or take 18

(4d8) necrotic damage and be cursed until the

start of its next turn. While cursed in this way, a

creature has disadvantage on attack rolls.

Curse W ave: A wave of dark energy emanates

from the Coven Hag. Each creature of her

choice within 120 feet of her must succeed on a

DC 18 Wisdom saving throw or be cursed until

the next initiative count 20. While cursed in this

way, a creature has disadvantage on all saving

throws it makes.

Deathly Whispers: The Coven Hag whispers a

word of doom to one creature she can see

within 60 feet. The target must succeed on a DC

18 Wisdom saving throw or take 28 (8d6)

psychic damage and be paralyzed with fear until

the next initiative count 20.

Regional Effects

The region around a Coven Hag’s lair is plagued

with decay and supernatural maladies:

1. Blighted Vegetation: Plants within one mile of

the lair wither and die, becoming brittle and

toxic.

2. Disease-ridden W aters: Water sources within

three miles of the lair become tainted. Any

creature that drinks the water becomes infected

with the sewer plague disease, suffering from

debilitating symptoms until cured.

3. Unnatural Decay: The corpses of creatures that

die within five miles of the lair decompose at an

accelerated rate, becoming skeletal remains

within hours. Undead creatures are more likely

to rise from these remains.

If the Coven Hag dies, these effects fade over the

course of the next 1d12 days.


Coven Hag Eldritch Claws. Melee Weapon Attack: +12 to hit, reach 5 ft.,
Large fey, chaotic evil
one target. Hit: 19 (2d12 + 6) slashing damage plus 14
(4d6) force damage.
Armor Class 18 (natural armor)
Hit Points 310 (27d10 + 162) Eldritch Blast. Ranged Weapon Attack: +13 to hit, range 300
Speed 30 ft., fly 40 ft. (hover) ft., one target. Hit: 13 (1d12 + 7) force damage. If the
target is a creature, it is pushed up to 5 feet away from the
STR DEX CON INT WIS CHA coven hag.
23 (+6) 18 (+4) 22 (+6) 22 (+6) 20 (+5) 25 (+7)
Soul Harvest (Recharge 5-6). The coven hag targets up to
Saving Throws Con +12, int +12, Wis +11, Cha +13 four creatures she can see within 60 feet. Each target
Skills Arcana +12, Deception +13, Insight +11, Perception must make a DC 21 Wisdom saving throw, taking 54
+11, Persuasion +13, Stealth +10 (12d8) necrotic damage on a failed save, or half as much
Damage Immunities cold, fire, necrotic; bludgeoning, on a successful one. A creature that fails this saving throw
piercing, and slashing from nonmagical attacks by 5 or more is also cursed for the next 24 hours. While
Condition Immunities charmed, exhaustion, frightened, cursed in this way, a creature can9t regain hit points, and if
paralyzed, poisoned it dies, its soul is destroyed and the creature can9t be
Senses truesight 120 ft., passive Perception 21 resurrected by any means short of a wish spell.
Languages all, telepathy 120 ft.

Challenge 20 (25,000 XP) Proficiency Bonus +6 The coven hag magically shifts from the
Ethereal Stride.

Ethereal Plane to the Material Plane, or vice versa.


Ancient Power (3/Day).The coven hag uses the higher Invisible Passage.The coven hag magically turns invisible
number possible for each die when determining the until she attacks or casts a spell, or until her
damage dealt by a spell of 4th level or lower she casts. concentration ends (as if concentrating on a spell). While
invisible, she leaves no physical evidence of her passage,
The coven hag9s spellcasting ability is
Innate Spellcasting.
so she can be tracked only by magic. Any equipment she
Charisma (spell save DC 21, +13 to hit with spell attacks).
wears or carries is invisible with her.
She can innately cast the following spells, requiring no
material components: Bonus Actions
At will: bestow curse, chill touch, minor illusion, scrying Change Shape. The coven hag magically polymorphs into a
4/day each: bane, commune, curse of withering, fear, Large or smaller female humanoid, or back into her true
shadow word: pain, misty step, soul leech
form. Her statistics are the same in each form. Any
3/day each: blight, curse of echoing agony, curse of shattered equipment she is wearing or carrying isn9t transformed.
fate, soulrend
She reverts to her true form if she dies.
2/day each: circle of death, curse of fractured fate, curse of
Dark Hex (Recharge 5-6). The coven hag casts a dark hex
hundred nightmares, eyebite
upon a creature she can see within 120 feet of her. The
1/day each: curse of desolation, finger of death, power word
target must succeed on a DC 21 Wisdom saving throw or
stun
be cursed for the next minute. While cursed in this way, a
If the coven hag fails a
Legendary Resistance (3/Day).
creature takes an extra 3 (1d6) necrotic damage to the
saving throw, she can choose to succeed instead. target when hit by one of the coven hag9s attacks.
Legendary Actions
Magic Resistance.The coven hag has advantage on saving
throws against spells and other magical effects. The coven hag can take 3 legendary actions, choosing
from the options below. Only one legendary action option
Magic Weapons. The coven hag9s weapon attacks are can be used at a time and only at the end of another
magical. creature9s turn. The hag regains spent legendary actions
at the start of her turn.
Mistress of Curses.The coven hag9s curses are particularly
potent. When she attempts to curse a creature, she can Eldritch Blast. The coven hag makes one eldritch blast
impose disadvantage on any saving throws made to resist attack.
the curse9s effects. Claws Attack (Costs 2 Actions). The coven hag makes one
eldritch claws attack.
Regeneration. The coven hag regains 10 hit points at the Teleport (Costs 2 Actions).The coven hag magically
start of her turn if she has at least 1 hit point. teleports, along with any equipment she is wearing or
carrying, up to 120 feet to an unoccupied space she can
Actions
see.
Multiattack. The coven hag makes two eldritch claws or Spellcasting (Costs 3 Actions). The coven hag casts one

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

use her reaction to store its soul in her soul bag.

Once used, this ability can’t be used until the next

dawn.

Whispers of Madness. As an action, the Coven Hag

can activate the amulet to whisper maddening

secrets to all other creatures within 60 feet that can

hear her. Each target must succeed on a DC 21

Wisdom saving throw or take 42 (12d6) psychic

damage and be confused (as per the confusion

spell) for 1 minute. A confused creature can repeat

the saving throw at the end of each of its turns,

ending the effect on itself on a success. Once used,

this ability can’t be used until the next dawn.

213
Hag Tactics Glacial Hag: Embodying the merciless aspect of

winter, Glacial Hags bring fierce cold and blizzards


Hags are devious and cunning adversaries, each
wherever they roam, taking sadistic pleasure in the
employing unique strategies to exploit the
suffering caused by the harshness of winter. They
environment and prey upon her victims. Below are
use spells and abilities that manipulate ice and
examples of tactics utilized by different types of
snow, creating barriers, traps, and blizzards to
hags, highlighting their distinct approaches to
hinder their enemies. Glacial Hags often hide
combat and manipulation.
within snowdrifts or ice formations, launching

surprise attacks on unsuspecting travelers.


Hagling: Haglings, the rare offspring of hags and
Mountain Hag: Towering brutes among hags,
other beings, inherit a mix of powers and
Mountain Hags relish physical intimidation and
appearances from their hag mothers. Haglings
brutality. They reside in remote hills, crafting iron
might initially seek help or deceive adventurers into
tokens to bind and control their victims. Mountain
aiding them, and then poison them or curse their
Hags use their immense physical power to
souls with their dark magic. Haglings often exploit
overpower enemies, relying on brute strength and
their youthful appearance to garner sympathy or
intimidation. They use the rocky, uneven terrain of
manipulate those who underestimate them,
their mountain homes to their advantage, causing
creating opportunities to strike or escape.
landslides or rockfalls to trap or injure their foes.
Green Hag: Masters of deceit and illusion, Green
Blood Hag: Fueled by blood magic, Blood Hags are
Hags inhabit dense forests and swamps, using their
obsessed with blood and the power they gain from
powers to mimic voices and appearances to sow
consuming it. They use their abilities to drain the
discord and lead travelers astray. They rely heavily
vitality of their enemies, causing internal damage
on illusions and misdirection, creating false terrain,
and weakening them. They are also adept at
hiding traps, and making their lairs appear
manipulating blood to cast powerful spells, using
welcoming or unassuming. Green Hags mimic
their enemies’ life force to fuel their dark magic.
voices to lure adventurers into danger and set
Night Hag: Travelers of different planes of
ambushes in dense vegetation. They excel at
existence, Night Hags haunt the dreams of mortals,
guerrilla tactics, striking swiftly from the shadows
sucking away their life force. They deal in souls,
and retreating, using the terrain to their advantage
trapping them in gems to trade in infernal markets,
to trap and surprise their enemies.
and move effortlessly between the planes to launch
Spectral Hag: Ghostly remnants of hags who refuse
surprise attacks and evade retaliation. Night Hags
to pass on, Spectral Hags are bound to places of
may trap souls in gems and use them as bargaining
significant power or tragedy. These insubstantial
chips or to power their dark magic, adding a
beings influence the living world through curses
sinister depth to their tactics.
and hauntings. Spectral Hags use their incorporeal
Blight Hag: Guardians of blighted lands and
movement to pass through solid objects, making
corrupt nature, Blight Hags spread disease and
them difficult to pin down or trap. They haunt
decay. They twist natural life into grotesque forms,
specific locations, cursing intruders and
creating minions to do their bidding. Blight Hags
manipulating the environment to create fear.
use their environment to weaken and sicken their
Sea Hag: Dwellers of coastal shallows, Sea Hags
enemies, spreading pestilence and corruption. They
lure sailors to their doom with illusions and control
animate plants and corrupt creatures to fight for
sea creatures to attack ships and coastal villages.
them and manipulate the land around, creating
Sea Hags use aquatic ambush tactics, attacking
hazardous terrain that poisons and entangles their
from underwater or using the tide to pull enemies
foes, making it difficult for enemies to reach them.
into the depths. They create illusions of treasure or
Coven Hag: Coven Hags are the most powerful and
safety to lure sailors into traps and command
cunning of their kind, often leading large covens
aquatic minions like sharks or merfolk to
and combining their strength with other hags to
overwhelm their enemies with coordinated attacks.
cast spells of great power and reach. They direct
Bone Hag: Keepers of death and decay, Bone Hags
their minions and fellow hags in coordinated
reside in desolate places like graveyards or
attacks, using their superior intellect and magical
battlefields, collecting bones for dark rituals and
prowess to dominate their foes in battle. Due to
raising undead minions to fight for them. They
their vast array of powers, these hags are
perform necromantic rituals to curse their enemies,
unpredictable, capable of adapting to any situation.
drain life of their foes, and manipulate death itself.

214
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.

215
Hags Knowledge Checks DC 25: Detect subtle clues and nuances in a

Arcana Check hag’s behavior that reveal her true intentions, or

discover the vulnerabilities in her plans,


DC 13: Recognize that hags are deeply
providing an advantage in negotiations or
connected to the primal and supernatural
confrontations.
energies of the world, utilizing dark magic that

is often ancient and potent. Haglings Knowledge Checks


DC 18: Understand the specific magical abilities
Arcana Check
of different types of hags, such as the bog hag’s
DC 12: Recognize that haglings, like their hag
control over elements in her swampy domain, or
mothers, possess innate magical abilities,
the night hag’s ability to navigate and
though these powers are often less potent.
manipulate the Ethereal Plane.
DC 16: Understand the specific types of spells
DC 23: Identify the complex rituals and dark
haglings are capable of casting innately, such as
enchantments used by hags to bind and control
illusion and charm spells, and their ability to use
other creatures, and recognize signs that a
these spells to manipulate and deceive.
coven of hags is amplifying their powers
DC 20: Identify the complex lineage and magical
through collective rites.
heritage that grants haglings their powers,

Nature Check including details on how their abilities might

evolve or strengthen with age or under certain


DC 15: Identify signs of a hag’s presence in
mystical conditions.
natural settings, such as twisted vegetation,

unnatural fogs, or a pervasive sense of dread in


Nature Check
an otherwise serene landscape.
DC 15: Note the hybrid nature of haglings,
DC 20: Gain insight into the ecological impact
combining fey and mortal traits, and recognize
hags have on their chosen habitats,
signs of their presence in both natural and
understanding how their dark magic can corrupt
corrupted environments.
and transform the local flora and fauna.
DC 20: Gain insight into the ecological impact

History Check haglings have, particularly how they might

corrupt natural settings or influence local


DC 15: Discover tales and legends that depict
wildlife with their magic.
hags as ancient beings tied to the land, often

portrayed as guardians of forbidden knowledge


History Check
or as remnants of a more primal world.
DC 15: Discover folklore and myths involving
DC 22: Uncover historical accounts of
haglings, which often depict them as tricksters
significant events influenced by hag activity,
or minor villains, causing mischief and
such as cursed bloodlines or kingdoms falling
spreading minor curses in rural areas.
into despair due to a hag’s machinations.
DC 22: Uncover legends that detail the roles of

Religion Check haglings in larger dark events, sometimes as

heralds or minions of more powerful hags,


DC 18: Learn about the religious or
participating in sinister plots that span
mythological significance of hags in various
generations.
cultures, which often depict them as

embodiments of natural disasters, moral decay,


Insight Check
or divine tests.
DC 15: Discern the deceptive nature of haglings
DC 25: Access obscure doctrinal theories that
and recognize patterns in their lies and
discuss the existence of hags as necessary evils
manipulations, allowing for better prediction of
to balance the cosmic order, serving as
their behavior in social or combat situations.
counterpoints to forces of growth and creation.
DC 20: Detect the deeper motives behind

Insight Check haglings’ actions, understanding their long-term

goals and the potential threats they pose not just


DC 20: Understand the deceitful nature of hags
individually but as part of larger, darker
and recognize patterns in their manipulations,
schemes.
allowing one to predict their behavior or

uncover their hidden agendas.

216
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

and nature-based magic. ancient magic.

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

powerful illusions and spells like hallucinatory their power.

terrain and phantasmal killer.


Insight Check
Nature Check DC 16: Detect the hidden motives behind a

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

natural camouflage and controlling plant life. deception.

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

purposes. exploiting their ties to the ethereal plane.

History Check Sea Hags Knowledge Checks

DC 15: Recall legends or historical accounts


Nature Check
that depict green hags as manipulators who DC 10: Recognize that Sea Hags are fey

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

formidable opponents in their aquatic lairs.


Insight Check
DC 20: Discern a green hag’s long-term motives
Arcana Check
and strategies, understanding how they weave DC 12: Understand that Sea Hags possess

complex schemes that may span decades. innate spellcasting abilities, focusing on spells

that manipulate water and inflict fear.


Spectral Hags Knowledge Checks
DC 18: Learn about the Sea Hag’s more unique
Arcana Check magical abilities, such as creating whirlpools

DC 12: Recognize that spectral hags, unlike and their lethal Death Glare, which can instantly

their living counterparts, are bound to the kill a frightened opponent.

ethereal plane and can phase in and out of the


History Check
material realm at will.

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

necrotic attacks. Hags who have formed long-standing curses on

families or entire coastal communities, leading


History Check to generations of misfortune.

DC 15: Uncover legends that detail the


Insight Check
transformation of a hag into a spectral form,

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

historical events from the shadows. advantage during confrontations.

217
Bone Hags Knowledge Checks DC 18: Learn about the ecosystems where

Arcana Check Glacial Hags thrive and how their presence

affects the local wildlife and climate.


DC 12: Recognize that Bone Hags are undead

versions of hags, possessing similar magical History Check


abilities but with a focus on necromancy.
DC 16: Discover legends involving Glacial Hags,
DC 18: Understand the specific spells and
often depicted as protectors of ancient frost-
curses Bone Hags are capable of casting,
covered ruins or as malevolent spirits in
including their ability to animate the dead and
northern folklore.
their use of necrotic energy to fuel their powers.

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.

Glacial Hags Knowledge Checks


History Check
Arcana Check DC 15: Learn about the legends involving

Mountain Hags, often depicted as ancient


DC 15: Identify that Glacial Hags wield ice-
guardians or destroyers of mountainous regions.
based magic that manipulates the cold and

snow of their environments. Survival Check


DC 20: Recognize the specific spells Glacial
DC 13: Gain practical knowledge on avoiding
Hags can cast, including their ability to create
the natural traps and challenges set by
intense cold effects and summon ice creatures.
Mountain Hags in their territories.

Nature Check DC 18: Learn advanced techniques to navigate

and survive in the harsh environments


DC 13: Understand that Glacial Hags are
controlled by Mountain Hags, including how to
adapted to extremely cold environments and
detect and evade their camouflaged lairs.
can manipulate ice and snow.

218
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

extended periods of time. journey after death.

DC 15: Recognize that Blood Hags utilize blood


Insight Check
in their dark magical practices, able to
DC 15: Detect the subtle signs of a night hag’s
manipulate it for both offensive and defensive

purposes. manipulation in someone’s behavior or a

community’s misfortunes, discerning patterns


DC 20: Understand the specific spells Blood

Hags can cast using their blood magic, along that might otherwise go unnoticed.

DC 20: Understand the psychological and


with their abilities able of manipulating the

blood of their foes. emotional tactics night hags use to bind and

control their victims, offering insight into how to


Nature Check resist or counteract these influences.

DC 12: Know that Blood Hags often inhabit

places of death such as battlefields or

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.

Religion Check Items

Night hags are known for carrying potent magical


DC 15: Gain insights into the blood-related
items that enhance their abilities:
rituals and curses used by Blood Hags,

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

dying. Knowledge of the soul bag9s properties can


Night Hags Knowledge Checks
provide strategies for preventing the hag from using
Arcana Check captured souls to her advantage.
DC 15: Recognize the unique nature of night Crystal Ball of True Seeing: This item enhances the

hags as creatures that traverse between the


night hag9s scrying abilities, allowing her to see
Ethereal and Material Planes, utilizing this
things in multiple planes. Recognizing this can help
ability to influence dreams and nightmares.
adventurers prepare against surveillance and
DC 20: Understand the complex spells night
espionage tactics employed by the hag.
hags employ, particularly those involving the
Abilities
manipulation of souls and nightmares.
Nightmare Haunting: This ability allows the night
History Check hag to reach into the dreams of sleeping individuals,
where she sows terror and misery. Within these
DC 15: Learn about dark legends surrounding
dreamscapes, she manipulates the subconscious to
night hags, including tales of their dealings with
craft vivid nightmares that can drain vitality and
witches and warlocks, as well as their roles in
spirit.
various mythologies as collectors of souls. Soul Curse: Through this curse, the night hag binds

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.

219
Blight Hags Knowledge Checks Coven Hags Knowledge Checks

Arcana Check Arcana Check


DC 12: Recognize that Blight Hags wield spells DC 15: Recognize that Coven Hags possess

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

as contagion and blightstorm. Hag’s magical capabilities, including their ability

to amplify spells, manipulate souls, and their


Nature Check proficiency in performing dark rituals, along

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.

DC 20: Gain insight into the ecological impact a


Nature Check
Blight Hag has on her surroundings, how she DC 15: Identify signs of a Coven Hag’s presence,

manipulates ecosystems to spread decay, and such as blighted vegetation, disease-ridden

methods to counteract her influence. waters, and accelerated decay in the

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

DC 18: Discover advanced knowledge on the methods to counteract or cleanse the

Blight Hag’s use of plagues and their symptoms, environmental damage caused by their

which can aid in diagnosing and treating presence.

afflicted individuals quickly.


Medicine Check
Religion Check DC 13: Learn about the types of diseases and

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

DC 20: Access rare sacrificial rituals or methods.

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,

which can aid in diagnosing and treating


Insight Check
afflicted individuals quickly. This includes

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.

predicting her next moves.

DC 20: Understand the deeper motives behind a


Religion Check
Blight Hag’s actions, such as her desire to DC 15: Gain knowledge about the dark rituals

create a realm of decay or her vengeance and deities that Coven Hags might invoke or

against nature’s sanctuaries. serve, and the religious significance of their

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

blighted areas, including methods for purifying magic.

food and water contaminated by a Blight Hag.

220
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

creatures and illusions.


10 Corrupted Forest: A once-thriving forest has turned into a blighted wasteland under the influence of a Blight

Hag. The players must navigate the diseased forest, fighting off twisted animals and plants, to find and

eliminate the hag to restore balance.


11 Coven Gathering: The players stumble upon a secret gathering of hags led by a powerful Coven Hag. They must

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.

221

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