Kryx RPGThemesCreatures
Green Hag

Green Hag

Medium fey


Defense note natural armor
Damage resistances bludgeoning, piercing, and slashing from attacks that aren’t cold iron

Speed 5 m.
Skills Deception +4 (15), Insight +2 (13), Occult (Cha) +4 (15), Perception +4 (15), Stealth +3 (14)
Senses darkvision 10 m.
Languages Common, Draconic, Sylvan

Amphibious. The hag can breathe air and water.

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.

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 use an action to see what the hag eye sees if the hag eye is on the same plane of existence. A hag eye has 10 Defense, 1 health, and darkvision with a radius of 10 meters. 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 use any action other than performing the ritual, they must start over.

Invisible Passage. If the hag magically turns 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.

Mimicry. The hag can mimic animal sounds and humanoid voices. A creature that hears the sounds can tell they are imitations with a successful Insight check opposed by the hag’s passive Deception.

Shared Spellcasting (Coven only). While all three members of a hag coven are within 5 meters of one another, they share 20 mana among themselves and can each cast the following spells:

1 mana: bane, dampen spell, detect magic, fear, lightning bolt, locate, ray of sickness, sleep

2 mana: bestow curse, terrifying visage, polymorph, stasis, commune with nature

3 mana: contact other plane, ancient curse

For casting these spells, each hag is a 12th-level spellcaster that uses Intelligence as her spellcasting ability. The spell save Difficulty is 14 + the hag’s Intelligence, and the spell attack bonus is 5 + the hag’s Intelligence.

Hags bend their magic for a directed purpose, focusing on a theme. Choose the Blood, Death, Deceit, Divination, Fate, Fear, Life, Madness, Plants, Poison, or Shadow theme. The coven knows most of the spells from that theme in addition to the spells listed above.

Spellcasting. The green hag uses Occult (Cha) to cast spells (spell save Difficulty 12, +4 to hit with spell attacks). It has 6 mana, a mana limit of 1, regains all expended mana when it finishes a long rest and regains half its total mana when it finishes a short rest. It knows the following spells:

Cantrips (at will): blind spot, dancing lights, manipulate sound, mercy, minor illusion, thaumaturgy

1 mana: blur, control sound, deceive, disguise, false sensory input, illusory script, image, invisibility, magic mouth, mirror image, mirrored strike, misdirection, pass without trace, phantom steed, silence


Claws. Melee Weapon Attack: +6 to hit, reach 1 m. Hit: 13 (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 dies or if she ends it on her turn (no action required).

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 use an action to visually inspect the illusion and succeed on a Difficulty 12 Perception check to discern that the hag is disguised.

Forest, Hill, Swampsrd

No concoctions, maneuvers, or spells

All creatures in this system should have maneuvers or spells. You should add some maneuvers or spells to this creature. If you do so, please make a suggestion on github so I can finish adding maneuvers and spells to all creatures via