BUILD YOUR OWN WORLD Like what you see? Become the Master of your own Universe!

Remove these ads. Join the Worldbuilders Guild

Green Hag

Green hags, also known as swamp hags and river hags, use their magical powers to lure innocents into their traps. They will assume the form of beautiful women and enter a populated area to find a young man or woman to corrupt with vices. They will use their ability to mimic animal noises to lure children into the swamp, where they are captured and devoured.

Basic Information

Anatomy

A green hag is about the same height and weight as a female human. They appear to be ugly crones with twisted bodies and wretched features. Their mouths are filled with rotten teeth, often coming to points which are used to eat humanoid flesh. Their fingers end in long, blackened claws. A green hag's body, whether broad, narrow, fat, or thin, is topped with a tangled mane of hair.

Ecology and Habitats

Green hags are found in desolate and dismal swamps, moors and dark forests.

Civilization and Culture

Beauty Ideals

They delight in destroying beauty and purity, wanting to match it to their own ugly, debased selves.

Interspecies Relations and Assumptions

A green hag thrives on creating despair and tragedy in the lives of her victims, using her skill with illusion magic to help in this goal. Destroying the hopes of others brings her unbridled joy.
Genetic Ancestor(s)
Related Ethnicities

Remove these ads. Join the Worldbuilders Guild

Green Hag

Medium fey, chaotic evil
Armor Class 17 (Natural Armor)
Hit Points 82 11d8+33
Speed 30ft

STR
18 +4
DEX
12 +1
CON
16 +3
INT
13 +1
WIS
14 +2
CHA
14 +2

Skills Arcana +3, Deception +4, Perception +4, Stealth +3
Senses Darkvision 60 Ft., passive Perception 14
Languages Sylvan, optionally Draconic
Challenge 3


Amphibious. The hag can breathe air and water.   Innate Spellcasting. The hag's innate spellcasting ability is Charisma (spell save DC 12). She can innately cast the following spells, requiring no material components:   At will: dancing lights, minor illusion, vicious mockery   Mimicry. The hag can mimic animal sounds and humanoid voices. A creature that hears the sounds can tell they are imitations with a successful DC 14 Wisdom (Insight) check.   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): eye bite   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

Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: (2d8 + 4) slashing damage.   Illusory Appearance. The hag covers herself and anything she is wearing or carrying with a magical illusion that makes her look like another creature of her general size and humanoid shape. The illusion ends if the hag takes a bonus action to end it or if she dies.   The changes wrought by this effect fail to hold up to physical inspection. For example, the hag could appear to have smooth skin, but someone touching her would feel her rough flesh. Otherwise, a creature must take an action to visually inspect the illusion and succeed on a DC 20 Intelligence (Investigation) check to discern that the hag is disguised.   Invisible Passage. The hag 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.


 

Legendary Actions

If a hag is a grandmother, she gains a set of lair 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 green hag might have the following additional lair action:   • The hag creates an illusory duplicate of herself, which appears in its own space. As long as she can see her duplicate, the hag can move it a distance equal to her walking speed as well as make the illusion speak on her turn (no action required). The illusion has the same statistics as the hag but can't take actions or reactions. It can interact with its environment and even pick up and hold real objects. The illusion seems real in every way but disappears if it takes any amount of damage. Otherwise, it lasts until the hag dismisses it (no action required) or can no longer see it. If the hag uses this lair action to create a new duplicate, the previous one vanishes, dropping any real objects in its possession.

Lair Actions

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 green hag creates one or more of the following additional regional effects within 1 mile of her lair:   • Illusory duplicates of the hag appear in random places at random times (but never more than one in any given location). An illusory duplicate has no substance, but it looks, sounds, and moves like the hag. The hag can sense when one or more creatures are within 60 feet of her duplicate and can interact with them as if she were present and standing in the duplicate's space. If the illusory duplicate takes any damage, it disappears.   • The region takes twice as long as normal to traverse, since the plants grow thick and twisted, and the swamps are thick with reeking mud.   • Trees transform into awakened trees and attack when hostile intruders are near.


Guild Feature

Display your locations, species, organizations and so much more in a tree structure to bring your world to life!

Comments

Please Login in order to comment!