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Annis Hags

Annis hags live in mountains or hills. The terrain is easy for them to navigate because they are the most physically capable hags. Even with her hunched posture, an annis hag is as tall as an ogre. Her skin is bruise-blue or black and her claws are like rusty blades. Annis hags love tormenting the weak and fearful, and seeing others feel fear.

Basic Information

Ecology and Habitats

Annis hags lair in mountains or hills.

Civilization and Culture

Interspecies Relations and Assumptions

Tormenting the Weak. Although annis hags can easily tear a grown man apart, they love hunting children, preferring their flesh above all others. They use the flayed skin of such victims to make supple leather, and a hag’s lair often shows the signs of this industry.   Annis hags leave tokens of their cruelty at the edges of forests and other areas they claim. In this way, they provoke fear and paranoia in nearby villages and settlements. To an annis hag, nothing is sweeter than turning a vibrant community into a place paralyzed with terror, where folk never venture out at night, strangers are met with suspicion and anger, and parents warn their children to “be good, or the anise will get you."   Child Corrupter. When an annis feels especially cruel, she disguises herself as a kindly-looking elderly woman, approaches a child in a remote place, and gives it an Iron Token that it can use to confide in her. Over time, “Granny” convinces the child that it’s okay to have bad thoughts and do bad deeds—starting with breaking things or wandering outside without permission, then graduating to pushing someone down the stairs or setting a house on fire. Sooner or later, the child’s family and community become terrified of the “bad seed” and must face the awful decision of whether the child should be punished or exiled.   Tribe Mother. Much in the way that they befriend children in order to corrupt them, annis hags have a tendency for adopting a group of ogres, trolls, or other loutish creatures, ruling them through brute strength, verbal abuse, and superstition.
Genetic Ancestor(s)
Average Height
Despite being hunchbacked and hump-shouldered, they are the largest and most physically imposing of their kind, standing eight feet tall.
Related Ethnicities

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Annis Hag

Large fey, chaotic evil
Armor Class 17 (natural armor)
Hit Points 75 10d10+20
Speed 40ft

STR
21 +5
DEX
12 +1
CON
14 +2
INT
13 +1
WIS
14 +2
CHA
15 +2

Saving Throws Con +5
Skills Deception +5, Perception +5
Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical attacks
Senses darkvision 60 ft.
Languages Sylvan
Challenge 6


Innate Spellcasting. The hag’s innate spellcasting ability is Charisma (spell save DC 13). She can innately cast the following spells:   3/day each: disguise self (including the form of a Medium humanoid), fog cloud   Hag Coven. When hags must work together, they form covens, in spite of their selfish natures. A coven is made up of hags of any type, all of whom are equals within the group. However, each of the hags continues to desire more personal power.   A coven consists of three hags so that any arguments between two hags can be settled by the third. If more than three hags ever come together, as might happen if two covens come into conflict, the result is usually chaos. Shared Spellcasting (Coven Only). While all three members of a hag coven are within 30 feet of one another, they can each cast the following spells from the wizard’s spell list but must share the spell slots among themselves:   1st level (4 slots): identify, ray of sickness   2nd level (3 slots): hold person, locate object   3rd level (3 slots): bestow curse, counterspell, lightning bolt   4th level (3 slots): phantasmal killer, polymorph   5th level (2 slots): contact other plane, scrying   6th level (1 slot): eyebite   For casting these spells, each hag is a 12th-level spellcaster that uses Intelligence as her spellcasting ability. The spell save DC is 12+the hag’s Intelligence modifier, and the spell attack bonus is 4+the hag’s Intelligence modifier. Hag Eye (Coven Only). A hag coven can craft a magic item called a hag eye, which is made from a real eye coated in varnish and often fitted to a pendant or other wearable item. The hag eye is usually entrusted to a minion for safekeeping and transport. A hag in the coven can take an action to see what the hag eye sees if the hag eye is on the same plane of existence. A hag eye has AC 10, 1 hit point, and darkvision with a radius of 60 feet. If it is destroyed, each coven member takes 3d10 psychic damage and is blinded for 24 hours.   A hag coven can have only one hag eye at a time, and creating a new one requires all three members of the coven to perform a ritual. The ritual takes 1 hour, and the hags can’t perform it while blinded. During the ritual, if the hags take any action other than performing the ritual, they must start over. Variant: Death Coven. For a death coven, replace the spell list of the hags’ Shared Spellcasting trait with the folllowing spells:   1st level (4 slots): false life, inflict wounds   2nd level (3 slots): gentle repose, ray of enfeeblement   3rd level (3 slots): animate dead, revivify, speak with dead   4th level (3 slots): blight, death ward   5th level (2 slots): contagion, raise dead   6th level (1 slot): circle of death   Variant: Nature Coven. For a nature coven, replace the spell list of the hags’ Shared Spellcasting trait with the folllowing spells:   1st level (4 slots): entangle, speak with animals   2nd level (3 slots): flaming sphere, moonbeam, spike growth   3rd level (3 slots): call lightning, plant growth   4th level (3 slots): dominate beast, grasping vine   5th level (2 slots): insect plague, tree stride   6th level (1 slot): wall of thorns   Variant: Prophecy Coven. For a prophecy coven, replace the spell list of the hags’ Shared Spellcasting trait with the folllowing spells:   1st level (4 slots): bane, bless   2nd level (3 slots): augury, detect thoughts   3rd level (3 slots): calirvoyance, dispel magic, nondetection   4th level (3 slots): arcane eye, locate creature   5th level (2 slots): geas, legend lore   6th level (1 slot): true seeing


Actions

Multiattack. The annis makes three attacks: one with her bite and two with her claws.   Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 15 (3d6+5) piercing damage.   Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 15 (3d6+5) slashing damage.   Crushing Hug. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 36 (9d6+5) bludgeoning damage, and the target is grappled (escape DC 15) if it is a Large or smaller creature. Until the grapple ends, the target takes 36 (9d6+5) bludgeoning damage at the start of each of the hag’s turns. The hag can’t make attacks while grappling a creature in this way.


 

Lair Actions

If a hag is a grandmother, she gains a set oflair actions appropriate to her nature, knowledge; and history. A co- ven that includes a grandmother can use her lair actions as well, but the grandmother's will prevails-if one of the coven attempts this sort of action and the grandmother disapproves, nothing happens. A powerful auntie (or her coven) might also have access to lair actions like these, but only at certain times of the year or when the influence of the Feywild is strong.   The following lair actions are options for grandmothers and powerful aunties. Grandmothers usually have three to five lair actions, aunties usually only one (if they have any at all). Unless otherwise noted, any lair action that requires a creature to make a saving throw uses the save DC of the hag's most powerful ability.   On initiative count 20 (losing initiative ties), the hag can take a lair action to cause one of the following effects, but can't use the same effect two rounds in a row:   • Until initiative count 20 on the next round, the hag can pass through solid walls, doors, ceilings, and floors as if the surfaces weren't there.   • The hag targets any number of doors and windows that she can see, causing each one to either open or close as she wishes. Closed doors can be magically locked (requiring a successful DC 20 Strength check to force open) until she chooses to make them unlocked, or until she uses this lair action again to open them.     A powerful annis hag might have the following additional lair action:   • The hag creates a thick cloud of caustic black smoke that fills a 20-foot-radius sphere centered on a point she can see within 120 feet her. The cloud lasts until initiative count 20 on the next round. Creatures and objects in or behind the smoke are heavily obscured. A creature that enters the cloud for the first time on a turn or starts its turn there takes 10 (3d6) acid damage.

Regional Effects

A hag's foul nature slowly suffuses the environment around her lair, twisting it to evil.   Each hag's lair is the source of three to five regional effects; the home of a grandmother, an auntie, or a coven has more effects than the lair of a single hag, including some that can directly harm intruders. Any regional effect that requires a creature to make a saving throw uses the save DC of the hag's most powerful ability. These effects either end immediately if the hag dies or abandons the lair, or take up to 2d10 days to fade away.   The region within 1 mile of a grandmother hag's lair is warped by the creature's fell magic, which creates one or more of the following effects:   • Birds, rodents, snakes, spiders, or toads (or some other creatures appropriate to the hag) are found in great profusion.   • Beasts that have an Intelligence score of 2 or lower are charmed by the hag and directed to be aggressive toward intruders in the area.   • Strange carved figurines, twig fetishes, or ragdolls magically appear in trees.   A powerful annis hag creates one or more of the following additional regional effects within 1 mile of her lair:   • The gravel stones on a safe-looking path, road, or trails occasionally become sharp for 100-foot intervals. Walking on these areas is like walking on caltrops.   • Small avalanches of rock intermittently fall,blocking a path or burying intruders. A buried creature is restrained and has to hold its breath until it is dug out.   • Strange laughter, sounding like that of children or the hag herself, occasionally pierces the silence.   • Small cairns appear along the route of travelers, containing anything from mysterious bones to nothing at all. These cairns might be haunted by skeletons, specters, or hostile fey.


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