Kryx RPGThemesMonsters

Night Hag

Medium fiend
Challenge
5 (1,800 XP)

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

112
15d8+45
17
Soak
2
Fort
+3
Ref
+3
Will
+3
Defense note natural armor
Damage resistances cold, fire; bludgeoning, piercing, and slashing from nonmagical attacks that aren’t silvered
Condition immunities charmed

Speed 9 m.
Senses darkvision 35 m., passive Perception 15
Skills Deception +6, Insight +5, Perception +5, Stealth +5
Languages Abyssal, Common, Infernal, Primordial

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.

Magic Resistance. The hag has advantage on saving throws against spells and other magical effects.

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).

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 night hag is a 6th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). It has 9 mana, a mana limit of 2, regains all expended mana when it finishes a long rest and regains half its total mana (rounded up) when it finishes a short rest, and knows the following spells:

At will: detect magic

Cantrips (at will): ancestral blessing, dancing lights, ghostly spirit, soul sap, thaumaturgy

1 mana: absorb spirit, consult the spirits, find familiar, ray of enfeeblement, sleep, soul siphon, spirit drain

2 mana: faithful hound, possess, reincarnate, speak with spirits, spectral form, spirit guardians, spiritual impressions, vengeful spirit, wrath of nature

2/day: plane shift (self only)

Actions

Claws (Hag Form Only). Melee Weapon Attack: +7 to hit, reach 1.5 m. Hit: 13 (2d8 + 4) slashing damage.

Change Shape. The hag magically polymorphs into a Small or Medium female humanoid, or back into her true form. Her statistics are the same in each form. Any equipment she is wearing or carrying isn’t transformed. She reverts to her true form if she dies.

Etherealness. The hag magically enters the Ethereal Plane from the Material Plane, or vice versa. To do so, the hag must have a heartstone in her possession.

Nightmare Haunting (1/long rest). While on the Ethereal Plane, the hag magically touches a sleeping humanoid on the Material Plane. A protection from evil and good spell cast on the target prevents this contact, as does a hallow spell. 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 maximum health is reduced by 5 (1d10). If this effect reduces the target’s maximum health 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 maximum health lasts until removed by the greater restoration spell or similar magic.