Hag, Wrach

Family: Hags

Medium fey (hag), neutral evil

Armor Class 15 (natural armor)
Hit Points 85 (10d8 + 40)
Speed 30 ft., swim 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 18 (+4) 12 (+1) 14 (+2) 10 (+0)

Skills Perception +6, Intimidation +4, Stealth +6
Damage Immunities cold, necrotic, poison
Condition Immunities exhaustion, poisoned
Senses darkvision 60 ft., Passive Perception 16
Languages Common, Sylvan
Proficiency Bonus +4
Challenge 9 (5,000 XP)

SPECIAL TRAITS

  • Amphibious. The wrach can breathe air and water.
  • Bog Affinity. The wrach can move through difficult terrain caused by natural water sources without hindrance and without making ability checks.
  • Fey Ancestry. The fey has advantage on saving throws against being charmed and can’t be put to sleep magically.
  • Innate Spellcasting. The wrach’s innate spellcasting ability is Wisdom (spell save DC 14). The wrach can innately cast the following spells, requiring no material components:
  • Magic Resistance. The wrach has advantage on saving throws against spells and other magical effects.
  • Viral Aura. Any creature that starts its turn within 10 feet of the wrach must make a DC 16 Constitution saving throw. On a failed save, the creature is poisoned and can’t regain hit points until the end of its next turn. On a successful save, the creature is immune to this wrach’s Viral Aura for 24 hours

ACTIONS

  • Multiattack. The wrach makes two Diseased Touch attacks.
  • Diseased Touch. Melee Spell Attack: +6 to hit, reach 5 ft., one creature. Hit: 16 (4d6 + 2) necrotic damage. If the target is unconscious, it takes an extra 10 (3d6) necrotic damage and is poisoned until the disease is cured. Every 24 hours that elapse, the target must repeat the saving throw, reducing its hit point maximum by 5 (1d10) on a failure. The disease is cured on a success. The target dies if the disease reduces its hit point maximum to 0. This reduction to the target’s hit point maximum lasts until the disease is cured.
  • Virulent Miasma (1/Day). The wrach exhales a miasma in a 30-foot cone. Each living creature in that area must make a DC 16 Constitution saving throw against disease or become poisoned until the disease is cured. Every 24 hours that elapse, the target must repeat the saving throw, reducing its hit point maximum by 5 (1d10) on a failure. The disease is cured on a success. The target dies if the disease reduces its hit point maximum to 0. This reduction to the target’s hit point maximum lasts until the disease is cured.

BONUS ACTIONS

  • Misty Step. As a bonus action, the wrach can magically teleport up to 30 feet to an unoccupied space it can see.

ABOUT

Standing at a height of seven feet, its form is hunched and twisted, with elongated limbs. Its yellowed skin seems to blend with the murky surrounding. Its teeth are blackened and jagged, creating a fearsome visage that is sure to strike terror into those who encounter it.

The wrach is a haunting and eerie fey creature, embodying the otherworldly nature of the bogs. Its ability to manipulate mist and fog, as well as its affinity for water, speak to its connection with the watery depths of the land.

The wrach’s presence is felt most keenly during cold and misty evenings, when it emerges from the shadows to unleash its chilling breath upon those unfortunate enough to cross its path. The wrach brings fevers, chills, and coughing to those it breathes upon, truly a malevolent force of illness and suffering.

The wrach often prowls the edges of its boggy domain, seeking out intruders who wander too close to its lair. With its innate spellcasting and diseased breath, it can unleash a combination of elemental and magical attacks that leave its victims vulnerable. Its ability to teleport using misty step allows it to quickly close the distance to its prey, making it a formidable opponent even for seasoned adventurers.

The wrach’s connection to the bogs and marshes grants it the ability to move effortlessly through the difficult terrain created by natural water sources. This allows it to traverse such areas without hindrance, making it a true master of its domain. It can also breathe underwater and swim with remarkable speed, making aquatic environments as much of an advantage as they are a challenge for those who face it.

Legends of the wrach’s virulent breath and its power to bring illness serve as a cautionary tale for those who dare to venture into the boggy landscapes. Folk wisdom often advises travelers to carry protective charms or avoid boggy areas altogether during cold misty evenings, lest they fall prey to the wrach.

Section 15: Copyright Notice

5E RPG: Celtic Bestiary. Copyright 2023, Mal and Tal Enterprises, LLC; Author Michael Tresca.

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