Hag, Gilitrutt

Family: Hags

Large fey (shapechanger), neutral evil

Armor Class 17 (natural armor)
Hit Points 75 (10d10 + 20)
Speed 30 ft.

21 (+5) 12 (+1) 14 (+2) 13 (+1) 14 (+2) 15 (+2)

Skills Insight +5, Perception +5, Performance +5, Stealth +4, Weaver’s Tools +4
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
Senses darkvision 60 ft., passive Perception 15
Languages Common, Sylvan
Challenge 7 (2,900 XP)

Special Traits

  • Keen Hearing and Smell. The gilitrutt has advantage on Wisdom (Perception) checks that rely on hearing or smell.
  • Pounce. If the gilitrutt moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 16 Strength saving throw or be knocked prone. If the target is prone, the gilitrutt can make a bite attack against it as a bonus action.
  • Shapechanger. The gilitrutt can use its action to polymorph into a Large mastiff or a Medium cloud of mist, or back into its true form. While in mastiff form, the gilitrutt can’t speak, and its walking speed is 50 feet. Its statistics, other than its speed, are unchanged. Anything it is wearing transforms with it, but nothing it is carrying does. It reverts to its true form if it dies. While in mist form, the gilitrutt can’t take any actions, speak, or manipulate objects. It is weightless, has a flying speed of 20 feet, can hover, and can enter a hostile creature’s space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing, and it can’t pass through water. It has advantage on Strength, Dexterity, and Constitution saving throws, and it is immune to all nonmagical damage.
  • True Name Weakness. If a gilitrutt’s true name is spoken it must make a DC 20 Wisdom saving throw or be stunned and knocked prone until the end of its turn. The hag can repeat the saving throw at the end of each of its turns, ending the stunned effect on itself on a success. After its true name has been spoken, the gilitrutt is immune to the effect for 24 hours.
  • Innate Spellcasting. The gilitrutt’s innate spellcasting ability is Charisma (spell save DC 13). She can innately cast the following spells:


  • Multiattack. The gilitrutt makes three attacks: one with her bite and two with her claws.
  • Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 15 (3d6 + 5) piercing damage.
  • Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 15 (3d6 + 5) slashing damage. The target is also grappled (escape DC 16). If the target is Medium or smaller, it is also restrained until this grapple ends. While grappling the target, the gilitrutt has advantage on attack rolls against it and can ‘t use this attack against other targets. When the gilitrutt moves, any Medium or smaller target it is grappling moves with it. The gilitrutt can grapple two creatures, one with each claw.
  • Heart Sight. The gilitrutt magically knows a creature’s current emotional state within 30 feet. If the target fails a DC 13 Charisma saving throw, the gilitrutt also knows the creature’s alignment. Celestials, fiends, and undead automatically fail the saving throw.


A large, white shaggy dog seems to be keeping pace with you.

Gilitrutts are hags who can take the form of a large white shaggy dog the size of a bullock or a nebulous white miasma. They are fond of silently appearing besides travelers on lonely roads, engulfing them. Gilitrutts detest laziness and can sense it in people, eager to make bargains of a work exchange (usually in return for weaving wool).

The catch is that the victim must know the hag’s name or be carried away to be eaten later. Smart targets refuse the deal if they can or do their research before the hag comes to collect.

Truthful Compulsion. That said, gilitrutts are fond of singing and talking to themselves and frequently mention their own names in songs.

Section 15: Copyright Notice

5E RPG: Viking Adventures. Copyright 2020, Mal and Tal, LLC; Author Michael Tresca.

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