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Green Hag, Pandemonium-Corrupted

Family: Hags

Medium fey, neutral evil

Armor Class 17 (natural armor)
Hit Points 82 (11d8 + 33)
Speed 30 ft.

STR DEX CON INT WIS CHA
18 (+4) 12 (+1) 16 (+3) 14 (+2) 15 (+2) 14 (+2)

Skills Arcana +4, Deception +4, Perception +4, Stealth +3
Condition Immunities charmed, frightened
Senses darkvision 60 ft., passive Perception 14
Languages Common, Draconic, Sylvan
Challenge 3 (700 XP)

SPECIAL TRAITS

  • Amphibious. The hag can breathe air and water.
  • Innate Spellcasting. The hag’s spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). She can innately cast the following spells, with no material components.
    • At will: dancing lights, fiendish investiture (page 35), mage hand, minor illusion, vicious mockery
    • 3/day each: deadly bark (2nd level), telekinesis
  • Mimicry. The hag can mimic animal sounds and humanoid voices. A creature that hears the sound can tell they are imitations with a successful DC 14 Wisdom (Insight) check.

ACTIONS

  • Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 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 Intelligence (Investigation) check to discern that the hag is disguised.
  • Invisible Passage. The hag magically turns invisible until 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.
  • Innate Spellcasting (Psionics). The corrupted creature’s spellcasting ability is its highest among Intelligence, Wisdom, and Charisma. To quickly determine a new spell attack bonus for a creature, you can use the bonus to hit for one of its attacks. The corrupted creature can innately cast the following spells, requiring no components:
    • At will: fiendish investiture (page 35), mage hand
    • 3/day each: deadly bark (page 34; level equals 1 + half challenge rating), telekinesis. If the corrupted creature has a challenge rating of 2 or lower, it can only target objects that aren’t being worn or carried with telekinesis.

ABOUT

Already apt to use magic to solve their problems, green hags are only a short step away from corruption by the Pandemonium legion. These hags subvert swamp and frontier settlements on behalf of their fiendish masters, reveling in the chaos and tragedy they bring. Corrupted green hags love sneaking around and causing fatal accidents with mage hand or telekinesis, while they remain safely out of physical danger.

Pandemonium Corruption

Pandemonium is the legion of warped magic, the imposition of will over matter, and the wickedness born of decadent impulses. Its corruptions most often are intentionally inflicted upon creatures, come about through debauched excesses, or linger behind after fiendish possession as a horrid psychic residue. Latent psychic power blossoms in the corrupted, and many naïve creatures experiencing this corruption believe they can keep the resulting dark impulses in check. Ultimately, though, Pandemonium-corrupted creatures seek out others of their kind or other fiends of the Pandemonium legion, which echo each other’s power and expand their abilities to new, wicked heights. Pandemonium-corrupted creatures usually have a violet glow to their eyes that grows brighter when they cast spells.

Already apt to use magic to solve their problems, green hags are only a short step away from corruption by the Pandemonium legion. These hags subvert swamp and frontier settlements on behalf of their fiendish masters, reveling in the chaos and tragedy they bring. Corrupted green hags love sneaking around and causing fatal accidents with mage hand or telekinesis, while they remain safely out of physical danger.

Pandemonium corruption grants the Resilient Mind trait, including a degree of psionic ability.

Resilient Mind. The creature gains immunity to the charmed and frightened conditions. Its Wisdom score increases to 14 + half its challenge rating (rounded down) unless it was already at least that high. If it already has Innate Spellcasting, it can also innately cast fiendish investiture (page 35) and mage hand at will, and deadly bark (page 34; level equals 1 + half challenge rating) and telekinesis each 3 times per day. If the corrupted creature has a challenge rating of 2 or lower, it can only use its telekinesis to target objects that aren’t being worn or carried. If the creature does not already have the Innate Spellcasting racial trait, it gains the Innate Spellcasting trait below.

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