Hags Species in Other Realms | World Anvil

Hags

Hags represent all that is evil and cruel. Though they resemble withered crones, there is nothing mortal about these monstrous creatures, whose forms reflect only the wickedness in their hearts.   Faces of Evil Ancient beings with origins in the Feywild, hags are cankers on the mortal world. Their withered faces are framed by long, frayed hair, horrid moles and warts dot their blotchy skin, and their long, skinny fingers are tipped by claws that can slice open flesh with a touch. Their simple clothes are always tattered and filthy. All hags possess magical powers, and some have an affinity for spellcasting. They can alter their forms or curse their foes, and their arrogance inspires them to view their magic as a challenge to the magic of the gods, whom they blaspheme at every opportunity. Hags name themselves in darkly whimsical ways, claiming monikers such as Black Morwen, Peggy Pigknuckle, Grandmother Titchwillow, Nanna Shug, Rotten Ethel, or Auntie Wormtooth.   Monstrous Motherhood Hags propagate by snatching and devouring human infants. After stealing a baby from its cradle or its mother's womb, the hag consumes the poor child. A week later, the hag gives birth to a daughter who looks human until herthirteenth birthday, whereupon the child transforms into the spitting image of her hag mother. Hags sometimes raise the daughters they spawn, creating covens. A hag might also return the child to its grieving parents, only to watch from the shadows as the child grows up to become a horror.   Dark Bargains Arrogant to a fault, hags believe themselves to be the most cunning of creatures, and they treat all others as inferior. Even so, a hag is open to dealing with mortals as long as those mortals show the proper respect and deference. Over their long lives, hags accumulate much knowledge of local lore, dark creatures, and magic, which they are pleased to sell.Hags enjoy watching mortals bring about their own downfall, and a bargain with a hag is always dangerous. The terms of such bargains typically involve demands to compromise principles or give up something dear especially if the thing lost diminishes or negates the knowledge gained through the bargain.   A Foul Nature Hags love the macabre and festoon their garb with dead things and accentuate their appearance with bones, bits of flesh, and filth. They nurture blemishes and pick at wounds to produce weeping, suppurating flesh. Attractive creatures evoke disgust in a hag, which might "help" such creatures by disfiguring or transforming them. This embrace of the disturbing and unpleasant extends to all aspects of a hag's life. A hag might fly in a magical giant's skull, landing it on a tree shaped toresemble an enormous headless body. Another might travel with a menagerie of monsters and slaves kept in cages, and disguised by illusions to lure unwary creatures close. Hags sharpen their teeth on millstones and spin cloth from the intestines of their victims, reacting with glee to the horror their actions invoke.   Dark Sorority Hags maintain contact with each other and share knowledge. Through such contacts, it is likely that any given hag knows of every other hag in existence. Hags don't like each other, but they abide by an ageless code of conduct. Hags announce their presence before crossing into another hag's territory, bring gifts when entering another hag's dwelling, andbreak no oaths given to other hags - as long as the oath isn't given with the fingers crossed. Some humanoids make the mistake of thinking that the hags' rules of conduct apply to all creatures. When confronted by such an individual, a hag might find it amusing to string the fool along for a while before teaching it a permanent lesson.   Dark Lairs Hags dwell in dark and twisted woods, bleak moors, storm-lashed seacoasts, and gloomy swamps. In time, the landscape around a hag's lair reflects the creature's noxiousness, such that the land itself can attack and kill trespassers. Trees twisted by darkness attack passersby, while vines snake through the undergrowth to snare and drag off creatures one at a time. Foul stinking fogs turn the air to poison, and conceal pools of quicksand and sinkholes that consume unwary wanderers.   Hag Covens 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 While all three members of a hag coven are within 30 feet of one another, they can each castthe 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 Realm  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 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.    

Green Hag

The wretched and hateful green hags dwell in dying forests, lonely swamps, and misty moors, making their homes in caves. Green hags love to manipulate other creatures into doing their bidding, masking their intentions behind layers of deception. They lure victims to them by mimicking voices calling out for help, or drive unwanted visitors away by imitating the cries of fierce beasts.
 
Obsession with Tragedy Green hags revel in the failings and tragedies of other creatures. They derive joy from bringing people low and seeing hope turn into despair, not just for individuals but also for whole nations.
 
Covens A green hag that is part of a coven (see the "Hag Covens" sidebar) has a challenge rating of 5 (1,800 XP).

 


Armor Class17 (natural armor)
Hit Points 11d8+33
Speed30ft.
Strength18 (+4)
Dexterity12 (+1)
Constitution16 (+3)
Intelligence13 (+1)
Wisdom14 (+2)
Charisma14 (+2)
SkillsArcana d20+3 Deception d20+4 Perception d20+4
Stealth d20+3
SensesDarkvision 60ft.Passive Perception 14
LanguagesCommonDraconicSylvan
Challenge3 (700 XP)
Special 1AmphibiousThe hag can breathe air and water
Special 2Innate SpellcastingThe hag's innate spellcasting ability isCharisma (spell save DC 12).
She can innately cast the following spells,requiring no material components:
SpellsAt willDancing lightsMinor illusion
Vicious mockery
Special 3MimicryThe 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
Action 1ClawsMelee Weapon Attack d20+6 to hit
Reach 5 ft., one targetHit 2d8+4 slashing damage
Action 2Illusory AppearanceThe hag covers herself and anything she is wearingor carrying with a magical illusion that
makes her look like another creature ofher general size and humanoid shape.The illusion ends if the hag takesa bonus action to end it or if she dies.
The changes wrought by this effect failto 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 inspectthe illusion and succeed on a DC 20 Intelligence(Investigation) check to discern that the hag is disguised
Action 3Invisible PassageThe hag magically turns invisibleuntil 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

Night Hag

Sly and subversive, night hags want to see the virtuous turn to villainy: love turned into obsession, kindness turned to hate, devotion to disregard, and generosity to selfishness. Night hags take perverse joy in corrupting mortals. Night hags were once creatures of the Feywild, but their foulness saw them exiled to Hades long ago, where they degenerated into fiends. The night hags have long since spread across the Lower Realms.
 
Soul mongers While a humanoid sleeps, a night hag can straddle the person ethereally and intrude upon its dreams. Any creature with truesight can see the hag's spectral form straddling its prey. The ethereal hag fills her victim's head with doubts and fears, in the hope of tricking it into performing evil acts in the waking world. The hag continues her nightly visitations until the victim finally expires in its sleep. If the hag has driven her victim to commit evil deeds, she traps its corrupted soul in her soul bag (see the "Night Hag Items" sidebar) for transport to Hades.
 
Covens A night hag that is part of a coven (see the "Hag Covens" sidebar) has a challenge rating of 7 (2,900 XP).
 
Night Hag Items A night hag carries two very rare magic items that she must craft for herself If either object is lost, the night hag will go to great lengths to retrieve it, as creating a new tool takes time and effort.
 
Heartstone This lustrous black gem allows a night hag to become ethereal while it is in her possession. The touch of a heartstone also cures any disease. Crafting a heartstone takes 30 days.
 
Soul Bag When an evil humanoid dies as a result of a night hag's Nightmare Haunting, the hag catches the soul in this black sack made of stitched flesh . A soul bag can hold only one evil soul at a time, and only the night hag who crafted the bag can catch a soul with it. Crafting a soul bag takes 7 days and a humanoid sacrifice (whose flesh is used to make the bag).


Armor Class17 (natural armor)
Hit Points 15d8+45
Speed30ft.
Strength18 (+4)
Dexterity15 (+2)
Constitution16 (+3)
Intelligence16 (+3)
Wisdom14 (+2)
Charisma16 (+3)
SkillsDeception d20+7 Insight d20+6 Perception d20+6
Stealth d20+6
Damage ResistancesColdFireBludgeoning
PiercingSlashing from nonmagical weapons that aren't silvered
Condition ImmunitiesCharmed
SensesDarkvision 120ft.Passive Perception 16
LanguagesAbyssalCommonInfernal
Primordial
Challenge5 (1,800 XP)
Special 1Innate SpellcastingThe hag's innate spellcasting ability is Charisma(spell save DC 13, d20+5 to hit with spell attacks).
She can innately cast the following spells,requiring no material components:
Spells 1At willDetect magicMagic missile
Spells 22/day eachRealm shift (self only)Ray of enfeeblement
Sleep
Special 2Magic ResistanceThe hag has an advantage on saving throwsagainst spells and other magical effects
Action 1Claws (Hag Form Only)Melee Weapon Attack d20+6 to hit
Reach 5 ft., one targetHit 2d8+4 slashing damage
Action 2Change ShapeThe hag magically polymorphs into a Smallor Medium female humanoid,
or back into her true form.Her statistics are the same in each form.Any equipment she is wearingor carrying isn't transformed.
She reverts to her true form if she dies
Action 3EtherealnessThe hag magically enters the Ethereal Realm fromthe Material Realm or vice versa.
To do so, the hag must have a heartstone in her possession
Action 4Nightmare Haunting (1/Day)While on the Ethereal Realm, the hag magically touchesa sleeping humanoid on the Material Realm.
A protection from evil and good spell cast onthe target prevents this contact, as does a magic circle.As long as the contact persists,the target has dreadful visions.
If these visions last for at least 1 hour,the target gains no benefit from its rest,and its hit point maximum is reduced by 1d10 .If this effect reduces the target's hit point maximum to 0,
the target dies, and if the target was evil,its soul is trapped in the hag's soul bag.The reduction to the target's hit point maximumlasts until removed by the greater restoration spell or similar magic

Sea Hag

Sea hags live in dismal and polluted underwater lairs, surrounded by merrow and other aquatic monsters. Beauty drives a sea hag to fits of anger. When confronted with something beautiful, the hag might simply attack it or deface it. If something beautiful gives hope, a sea hag wants it to cause despair. If it inspires courage, the sea hag wants it to cause fear.
 
Ugly Inside and Out Sea hags are by far the ugliest of all hags, with slimy scales covering their pallid skin. A sea hag's hair resembles seaweed and covers her emaciated body, and her glassy eyes seem as lifeless as a doll's. Although a sea hag can hide her true form under a veil of illusion, the hag is cursed to forever appear ugly. Her illusory form appears haggard at best.
 
Covens A sea hag that is part of a coven (see the "Hag Covens" sidebar) has a challenge rating of 4 (1,100 XP).

 


Armor Class14 (natural armor)
Hit Points 7d8+21
Speed30ft.Swim 40ft.
Strength16 (+3)
Dexterity13 (+1)
Constitution16 (+3)
Intelligence12 (+1)
Wisdom12 (+1)
Charisma13 (+1)
SensesDarkvision 60ft.Passive Perception 11
LanguagesAquanCommonGiant
Challenge2 (450 XP)
Special 1AmphibiousThe hag can breathe air and water
Special 2Horrific AppearanceAny humanoid that starts its turn within30 feet of the hag and can see the hag's true form
must make a DC 11 Wisdom saving throw.On a failed save, the creature is frightened for 1 minute.A creature can repeat the saving throwat the end of each of its turns,
with disadvantage if the hag is within line of sight,ending the effect on itself on a success.If a creature's saving throw is successfulor the effect ends for it,
the creature is immune to the hag's Horrific Appearancefor the next 24 hours.Unless the target is surprised or the revelationof the hag's true form is sudden,
the target can avert its eyes and avoidmaking the initial saving throw.Until the start of its next turn,a creature that averts its eyes has
a disadvantage on attack rolls against the hag
Action 1ClawsMelee Weapon Attack d20+5 to hit
Reach 5 ft., one targetHit 2d6+3 slashing damage
Action 2Death GlareThe hag targets one frightened creature she can seewithin 30 feet of her. If the target can see the hag,
it must succeed on a DC 11 Wisdom saving throwagainst this magic or drop to 0 hit points
Action 3Illusory AppearanceThe hag covers herself and anything she is wearingor carrying with a magical illusion that makes
her look like an ugly creature of her general sizeand humanoid shape. The effect ends if the hag takesa 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 no claws,but someone touching her hand might feel the claws.Otherwise, a creature must take an action to visually inspect
the illusion and succeed ona DC 16 Intelligence (Investigation) checkto discern that the hag is disguised

Dusk Hag

Dusk hags resemble gnarled crones with shriveled or­ange skin, tangled gray hair, and eyes that burn like hot coals. They see visions of the future in their dreams, and their dark magic allows them to influence the dreams of others, sending messages or inflicting nightmares with a touch. Tales talk of ambitious wizards, frantic monarchs, and desperate heroes undertaking quests or making bargains with a dusk hag in exchange for its prophecies and visions of the future. But the information gained from a dusk hag often has a way of causing more pain than joy. Like all hags, dusk hags enjoy causing strife to those who bargain with them, and find ways to twist and turn promises to their own advantage. The Dusk Hag Prophecies table provides examples of the sort of dreams dusk hags might share with unsuspect­ing sleepers.


Armor Class17 (natural armor)
Hit Points 15d8+15
Speed30 ft.
Strength11 (+0)
Dexterity14 (+2)
Constitution12 (+1)
Intelligence17 (+3)
Wisdom16 (+3)
Charisma18 (+4)
Saving ThrowsIntelligence d20+6 Wisdom d20+6
SkillsDeception d20+7 Insight d20+6 Perception d20+6
Condition ImmunitiesBlindedCharmedFrightened
SensesBlindsight 60 ft.Passive Perception 16
LanguagesCommonGiantInfernal
Challenge6 (2, 300 XP)
Special 1Innate SpellcastingThe hag's spellcasting ability isCharisma (spell save DC 15).
She can innately cast the following spells,requiring no material components:
Spells 1At willDetect magicDisguise self
Spells 23/day eachDreamHypnotic pattern
Sleep 9d8
Spells 31/day eachLegend loreScrying
Special 2Magic ResistanceThe hag has an advantage on saving throwsagainst spells and other magical effects
Action 1MultiattackThe hag makes two Nightmare Touch attacks
Action 2ClawsMelee Weapon Attack d20+5 to hit
Reach 5 ft., one targetHit 1d6+2 slashing damage
Action 3Nightmare TouchMelee Spell Attack: d20+7 to hitReach 5 ft., one creature
Hit: 4d6+4 psychic damageIf the target is unconscious,it takes an extra 3d6 psychic damageand is cursed until the hag dies or the curse is removed.
The cursed creature's hit point maximum decreasesby 1d10 whenever it finishes a long rest.
ReactionDream EaterWhen an unconscious creature the hag can seewithin 30 feet of her regains consciousness,
the hag can force the creature tomake a DC 15 Wisdom saving throw.Unless the save succeeds, the creature takes 2d10 psychic dam­age,
and the hag regains hit points equal to the amount of damage taken
 
d10 Prophecy
1 "A red hat approaches with ill intent. Be wary."
2 "A ship comes on a sea of bones, but treasure waits behind a silver skull."
3 "Three days, three deaths, three eyes, three breaths."
4 "Doom falls on the peacock and the sparrow alike. Best be a raven."
5 "A white hand on a black field holds the golden key."
6 "Beware the black horse."
7 "The fish is your friend."
8 "The stairs downward lead to that which you seek."
9 "Look for two crossed swords. There your goal lies."
10 "If you see two crows, turn back. Beyond is death."

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