Hags

Green Hag

Medium fey, neutral evil

Armor Class
17 (natural armor)
Hit Points
82 (11d8 + 33)
Speed
30 ft.
STR DEX CON INT WIS CHA
18 (+4) 12 (+1) 16 (+3) 13 (+1) 14 (+2) 14 (+2)
Skills
Arcana +3, Deception +4, Perception +4, Stealth +3
Senses
darkvision 60 ft., passive Perception 14
Languages
Common, Draconic, Sylvan
Challenge
3 (700 XP)
Amphibious.

The hag can breathe air and water.

Innate Spellcasting.

The hag’s innate spellcasting ability is Charisma (spell save DC 12). She can innately cast the following spells, requiring no material components:

At will:
dancing lights, minor illusion, vicious mockery
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 14 Wisdom (Insight) check.

Actions

Claws.

Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.

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.

Invisible Passage.

The hag magically turns invisible until she attacks or casts a spell, or until her concentration ends (as if concentrating on a spell). While invisible, she leaves no physical evidence of her passage, so she can be tracked only by magic. Any equipment she wears or carries is invisible with her.

Night Hag

Medium fiend, neutral evil

Armor Class
17 (natural armor)
Hit Points
112 (15d8 + 45)
Speed
30 ft.
STR DEX CON INT WIS CHA
18 (+4) 15 (+2) 16 (+3) 16 (+3) 14 (+2) 16 (+3)
Skills
Deception +7, Insight +6, Perception +6, Stealth +6
Damage Resistances
cold, fire; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons
Condition Immunities
charmed
Senses
darkvision 120 ft., passive Perception 16
Languages
Abyssal, Common, Infernal, Primordial
Challenge
5 (1,800 XP)
Innate Spellcasting.

The hag’s innate spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). She can innately cast the following spells, requiring no material components:

At will:
detect magic, magic missile
2/day each:
plane shift (self only), ray of enfeeblement, sleep
Magic Resistance.

The hag has advantage on saving throws against spells and other magical effects.

Actions

Claw.

(Hag Form Only). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.

Change Shape.

The hag magically polymorphs into a Small or Medium female humanoid, or back into her true form. Her statistics are the same in each form. Any equipment she is wearing or carrying isn’t transformed. She reverts to her true form if she dies.

Etherealness.

The hag magically enters the Ethereal Plane from the Material Plane, or vice versa. To do so, the hag must have a heartstone in her possession.

Nightmare Haunting (1/Day).

While on the Ethereal Plane, the hag magically touches a sleeping humanoid on the Material Plane. A protection from evil and good spell cast on the target prevents this contact, as does a magic circle. As long as the contact persists, the target has dreadful visions. If these visions last for at least 1 hour, the target gains no benefit from its rest, and its hit point maximum is reduced by 5 (1d10). If this effect reduces the target’s hit point maximum to 0, the target dies, and if the target was evil, its soul is trapped in the hag’s soul bag. The reduction to the target’s hit point maximum lasts until removed by the greater restoration spell or similar magic.

Sea Hag

Medium fey, chaotic evil

Armor Class
14 (natural armor)
Hit Points
52 (7d8 + 21)
Speed
30 ft., swim 40 ft.
STR DEX CON INT WIS CHA
16 (+3) 13 (+1) 16 (+3) 12 (+1) 12 (+1) 13 (+1)
Senses
darkvision 60 ft., passive Perception 11
Languages
Aquan, Common, Giant
Challenge
2 (450 XP)
Amphibious.

The hag can breathe air and water.

Horrific Appearance.

Any humanoid that starts its turn within 30 feet of the hag and can see the hag’s true form must make a DC 11 Wisdom saving throw. On a failed save, the creature is frightened for 1 minute. A creature can repeat the saving throw at the end ofeach of its turns, with disadvantage if the hag is within line of sight, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the hag’s Horrific Appearance for the next 24 hours.

Unless the target is surprised or the revelation of the hag’s true form is sudden, the target can avert its eyes and avoid making the initial saving throw. Until the start of its next turn, a creature that averts its eyes has disadvantage on attack rolls against the hag.

Actions

Claws.

Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.

Death Glare.

The hag targets one frightened creature she can see within 30 feet of her. If the target can see the hag, it must succeed on a DC 11 Wisdom saving throw against this magic or drop to 0 hit points.

Illusory Appearance.

The hag covers herself and anything she is wearing or carrying with a magical illusion that makes her look like an ugly creature of her general size and humanoid shape. The effect 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 no claws, but someone touching her hand might feel the claws. Otherwise, a creature must take an action to visually inspect the illusion and succeed on a DC 16 Intelligence (Investigation) check to discern that the hag is disguised.