Gruesome Green Hag

Family: Hags

Medium fey, chaotic evil

Armor Class 18 (natural armor)
Hit Points 110 (20d8 + 20)
Speed 30 ft., swim 30 ft.

STR DEX CON INT WIS CHA
19 (+4) 12 (+1) 12 (+1) 15 (+2) 13 (+1) 16 (+3)

Skills Arcana +5, Athletics +7, Deception +9, Insight +4, Perception +7, Stealth +7
Senses darkvision 90 ft., passive Perception
Languages Aklo, Common, Giant, Sylvan, tongues
Challenge 7 (2,900 XP)

SPECIAL TRAITS

  • Amphibious. The hag can breathe air and water.
  • Innate Spellcasting. The hag’s innate spellcasting ability is Charisma (spell save DC 14). The hag can innately cast the following spells, requiring no components:
  • Magic Resistance. The hag has advantage on saving throws against spells and other magical effects.
  • 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 16 Wisdom (Insight) check.

ACTIONS

  • Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8+4) slashing, and the victim must make a DC 16 Constitution save or gain a level of exhaustion. Each exhaustion level gained from the hag’s attacks can be removed after finishing a short or long rest.
  • Soul Swallow (1/day). The hag can drain the soul of a dead or incapacitated creature of Medium size or smaller. Victims of this attack take 4d6 points of damage and must succeed at a DC 13 Constitution saving throw or be reduced to 0 hit points. A consumed soul cannot be restored to life without true resurrection or similarly powerful effect. Swallowing the soul of a helpless creature grants the hag 20 temporary hit points. In addition, all allies of the victim within 60 feet and line of sight must make a DC 17 Wisdom saving throw or become frightened for 1d4 rounds.

LEGENDARY ACTIONS

The hag can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The hag regains spent legendary actions at the start of its turn.

  • Move. The hag moves a distance equal to its full movement without provoking opportunity attacks.
  • Claw. The hag makes a bite attack.
  • Hag Magic (Costs 2 Actions). The hag casts one of its spells.

ABOUT

Terrifying crones known to haunt foul swamps and tangled forests, green hags harbor an intense hatred for all beauty and purity. Making use of their varied deceptive abilities, these crones delight in murdering innocents, unhinging noble minds, and debasing the pure of heart. They are particularly fond of using their powers of illusion to assume the forms of alluring young maidens and then seducing young men away from their lovers or families. In this form, they can infect such noble and upstanding citizens with all manner of debauchery and scandal. Some green hags prefer to reveal their true natures to their lovers at a moment precisely engineered to drive the man mad with horror and shame. Others drag out their dalliances and do what they can to utterly ruin the lives of the men they seduce before showing the broken shell that remains the truth. In the end, the luckiest of these unfortunate lovers end up being eaten by their green hag companions—for the unlucky, their final doom can be much worse, for the cruel imagination of the green hag is vast.

A typical green hag stands between 5 and 6 feet tall and weighs just under 160 pounds.

Section 15: Copyright Notice

Forest Kingdom Campaign Compendium 5e © 2017, Legendary Games; Lead Designer Jason Nelson. Authors: Clinton J. Boomer, Benjamin Bruck, Matt Goodall, Tim Hitchcock, N. Jolly, Julian Neale, Jason Nelson, Thomas J. Phillips, Alistair J. Rigg, David N. Ross, Neil Spicer, Todd Stewart, Russ Taylor, Michael D. Welham, Linda Zayas-Palmer.

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