Hag, Red

Family: Hags

Medium fey, neutral evil

Armor Class 15 (natural armor)
Hit Points 119 (14d8 + 56)
Speed 30 ft., swim 30 ft.

19 (+4) 16 (+3) 18 (+4) 18 (+4) 22 (+6) 15 (+2)

Skills Arcana +9, Deception +5, Insight +7, Perception +9
Condition Immunities charmed, poisoned
Senses blood sense 90 ft., darkvision 60 ft., passive Perception 16
Languages Common, Druidic, Giant
Challenge 7 (2,900 XP)

Special Traits


  • Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 17 (3d8 + 4) slashing damage.
  • Siphoning Aura (Recharge 5-6). The red hag radiates an aura in a 30-foot radius, lasting for 3 rounds, that draws all fluids out through a creature’s mouth, nose, eyes, ears, and pores. Every creature of the hag’s choosing that starts its turn in the affected area takes 18 (4d6 + 4) necrotic damage, or half damage with a successful DC 15 Constitution saving throw.


Unlike their hag kin, red hags are not horrid to look upon, and most are considered comely in their own right. Few know anything about them, and the hags do little to enlighten them, preferring their seclusion.


An elder race-much older than the elves, and as old as the dragons, they claim-red hags are the most cunning and longest-lived of the hags, having a lifespan of more than a thousand years.

Tied to Nature. The hags have a deep connection with all elements of nature, and they often make their homes in deep forests, in caves, or alongside coastlines.

Blood Magic. Because of their close connection to nature, red hags often serve as druids. Within their druidic circles, however, they practice blood sacrifices and perform ritualistic blood magic-both to slake their craving for humanoid blood, but also as a means to venerate goddesses of dark magic.

Red hags also favor the cleric and wizard classes; few ever seek a martial path. The ancient hags all answer to a hierarchy.

Red hags are more sociable among their own kind than other hags are, and may even live in small communities in remote areas. In ancient times, they settled together in larger clusters and ruled small cities of mixed populations. Their current leader is an ancient druid.

Their greatest city is an island metropolis of vast wealth and magical knowledge, sunk during a cataclysm, and the hags have been seeking its ruins ever since.

Section 15: Copyright Notice

Tome of Beasts. Copyright 2016, Open Design; Authors Chris Harris, Dan Dillon, Rodrigo Garcia Carmona, and Wolfgang Baur.