Hag, Wicked

Family: Hags

Medium fey (witch), chaotic evil

Armor Class 17 (natural armor)
Hit Points 82 (15d8 + 15)
Speed 30 ft.

STR DEX CON INT WIS CHA
11 (+0) 14 (+2) 12 (+1) 17 (+3) 16 (+3) 18 (+4)

Saving Throws Int +6, Wis +6, Cha +7
Damage Immunities poison
Damage Immunities poisoned
Skills Animal Handling +6, Arcana +6, Deception +7, History +6, Insight +6, Intimidation +7, Nature +6, Perception +6, Stealth +5
Senses passive Perception 16
Languages Common
Challenge 8 (3,900 XP)

SPECIAL TRAITS

  • Darkness Sensitivity. While in darkness, the hag has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
  • Tag 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.
  • Harmed by Running Water. The hag takes 20 acid damage if it ends its turn in running water.
  • 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.
  • Innate Spellcasting. The hag’s spellcasting ability is Charisma (spell save DC 15). She can innately cast the following spells, requiring no material components:
  • Keen Sight. The hag has advantage on Wisdom (Perception) checks that rely on sight.
  • Magic Resistance. The hag has advantage on saving throws against spells and other magical effects.
  • Shared Spellcasting (Coven Only). While all three members of a hag coven are within 30 feet of one another, they can each cast the following spells from the wizard’s spell list but must share the spell slots among themselves. 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 modifier, and the spell attack bonus is 4 + the hag’s Intelligence modifier.
  • Spellcasting. The wicked hag can cast the following spells from the wizard’s spell list. For casting these spells, the hag is a 12th-level spellcaster that uses Intelligence as her spellcasting ability. The spell save DC is 15, and the spell attack bonus is +7.
    • 1st level (4 slots): invisible object*
    • 2nd level (3 slots): blinding dust*
    • 3rd level (3 slots): fireball, swap disguise*
    • 4th level (3 slots): hypnotic sunflowers*, polymorph
    • 5th level (2 slots): hallucinatory maze*, illusory barrier*
    • 6th level (1 slot): restore shape*
  • Umbrella Defense. The wicked hag can use a bonus action to open or close her umbrella. While open, the wicked hag gains a +4 bonus to AC and resistance to acid damage, but disadvantage on melee attacks with the umbrella.
  • Umbrella Magic. The hag carries an umbrella as a focus for her inner power. She can ride the umbrella as if it were a broom of flying. While holding the umbrella, she can cast additional spells with her Innate Spellcasting trait (these spells are marked with an asterisk). If the umbrella is lost or destroyed, the hag must craft another, which takes a year and a day. Only a wicked hag can use an umbrella in this fashion.
  • Water Susceptibility. For every 5 feet the hag moves in water, or for every gallon of water splashed on it, it takes 1 acid damage.

ACTIONS

  • Multiattack. The hag makes two umbrella attacks.
  • Umbrella. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage.

ABOUT

This wicked old woman has an eyepatch over one eye, her hair tied in three braids, and a long, pointed hat atop her head. Her dress is covered in mystical symbols and she leans on a curious umbrella.

There are several wicked hags in Faerie, known as Wicked Witches of the East and West, but there are more than these named rulers, both of which were defeated. It is theorized that wicked hags achieve their power only through age, and that new witches take the place of older ones as they die. Alternately, it may be that Faerie always has a balance of evil in it, and the wicked hags are forever destined to be a part of it.

Darkness and Water. Whatever the case, wicked hags have much in common. They often lose sight in one eye. Despite this, their vision is comparable to that of a hawk, capable of viewing long distances. They are also dried up, bereft of blood, which gives them vulnerability to water. Wicked hags fear the dark and use spells to keep their domains illuminated. To partially make up for this vulnerability, wicked hags carry magical umbrellas that enhance their powers and protect them from being splashed by rain or water.

Section 15: Copyright Notice

5E RPG: Oz Adventures. Copyright 2021, Mal and Tal, LLC; Author Michael Tresca.

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