Kryx RPGThemesMonsters

Green Hag

Medium fey
Challenge
3 (700 XP)

STR
4
DEX
1
CON
3
INT
1
WIS
2
CHA
2

82
11d8+33
17
Soak
2
Fort
+3
Ref
+2
Will
+2
Defense note natural armor

Speed 9 m.
Senses darkvision 18 m., passive Perception 14
Skills Arcana +3, Deception +4, Perception +4, Stealth +3
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 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.

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 DC 14 Insight check.

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 green hag is a 4th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 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, and knows the following spells:

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

1 mana: blessing of the deceiver, control sound, deceiver, disguise, false sensory input, illusory script, image, invisibility, magic mouth, phantom steed, silence

Actions

Claws. Melee Weapon Attack: +6 to hit, reach 1.5 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 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 Perception check to discern that the hag is disguised.

Forest, Hill, Swampsrd