Kryx RPGThemesMonsters

Bheur Hag

Medium fey
7 (2,900 XP)


Defense note natural armor
Damage immunities cold

Speed 9 m.
Senses darkvision 18 m., passive Perception 14
Skills Occult +4, Perception +4, Stealth +6
Languages Auran, Common, Jotun

Graystaff Magic. The hag carries a graystaff, a length of gray wood that is a focus for her inner power. She can ride the staff as if it were a broom of flying. While holding the staff, she can cast Cold theme spells with her Spellcasting trait. If the staff is lost or destroyed, the hag must craft another, which takes a year and a day. Only a bheur hag can use a graystaff.

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 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 10 Defense, 1 health, and darkvision with a radius of 18 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 take any action other than performing the ritual, they must start over.

Ice Walk. The hag can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn’t cost her extra moment.

Shared Spellcasting (Coven Only). While all three members of a hag coven are within 9 meters of one another, they share 24 mana among themselves and can each cast the following spells:

1 mana: bane, detect magic, locate, ray of sickness

2 mana: bestow curse, counterspell, lightning bolt, phantasmal killer

3 mana: hold creature

4 mana: commune with nature, contact other plane, eyebite, polymorph

6 mana: ancient curse

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, and the spell attack bonus is 4 + the hag’s Intelligence.

Hags bend their magic for a directed purpose, focusing on a theme. Choose one of the following themes. The coven knows the spells from that theme in addition to the spells listed above.

Death Coven:

Cantrips (at will): chill touch, life siphon, reanimating word, toll the dead

1 mana: absorb spirit, false life, inflict wounds, life drain, life transference, ray of enfeeblement

2 mana: animate dead, circle of death, consumptive field, control undead, finger of death, gentle repose, giant crawling claw, share pain, speak with dead

3 mana: death clutch, death ward

4 mana: defer death, grasping hands

Nature Coven:

Cantrips (at will): druidcraft, thorn bola, thorn whip

1 mana: animate plants, barkskin, goodberry, locate plants, regrowth

2 mana: beanstalk, ensnare, hail of thorns, plant growth, protection from poison, speak with plants, tree shape

3 mana: awaken plant, entangle, spike growth, wall of thorns, wrath of nature

4 mana: oak body, tree stride

Prophecy Coven:

Cantrips (at will): cloud senses, luck, true strike

1 mana: foretold, precognition

2 mana: augury, bend luck, clairvoyance, danger sense, fortunes of fate, gaze of two minds, seeing

3 mana: fate link, ghostly gaze, past impressions, seeing eye

4 mana: find the path, legend lore

Spellcasting. The bheur hag is a 9th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). It has 14 mana, a mana limit of 3, regains all expended mana when it finishes a long rest and regains half its total mana when it finishes a short rest, and knows the following spells:

At will: hold creature

Cantrips (at will): frostbite, frozen trinket, icicle

1 mana: animate ice, cold snap, cone of cold, freezing weapon, frost armor, frost nova, ice block, ice knife, ice slick, protection from cold, snow storm, winter’s bite

2 mana: cold fog, freezing sphere, frost bane, ice sculpture, ice spear, ice storm, wall of ice, winter’s grasp

1/day: control weather


Slam. Melee Weapon Attack: +4 to hit, reach 1.5 m. Hit:10 (2d8 + 1) bludgeoning damage plus 3 (1d6) cold damage.

Maddening Feast. The hag feasts on the corpse of one enemy within 1.5 meters of her that died within the past minute. Each creature of the hag’s choice that is within 18 meters of her and able to see her must succeed on a DC 15 Will saving throw or be frightened of her for 1 minute. While frightened in this way, a creature is incapacitated, can’t understand what others say, can’t read, and speaks only in gibberish; the GM controls the creature’s movement, which is erratic. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the hag’s Maddening Feast for the next 24 hours.