Green Hag
Medium Fey
- Armor Class: 14
- Hit Points: 71 (11d8+22)
- Speed: walk 30 ft.
- Challenge Rating: 3 (700 XP)
- Source: A5e Monstrous Menagerie, page 268
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 16 (+3) |
14 (+2) |
14 (+2) |
14 (+2) |
14 (+2) |
16 (+3) |
- Saving Throws: Con +4, Wis +4
- Skills: arcana +4, deception +5, insight +4, perception +4, stealth +4
- Senses: darkvision 60 ft., passive Perception 14
- Languages: Common, Draconic, Sylvan
Special Abilities
- Amphibious: The hag can breathe air and water.
- Innate Spellcasting: The hags innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no material components: At will: dancing lights, disguise self, invisibility, minor illusion, 1/day: geas
Actions
- Multiattack: The hag attacks with its claws and uses Hex.
- Claws: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) slashing damage.
- Hex (Gaze): A creature within 60 feet that is not already under a hags hex makes a DC 13 Wisdom saving throw. A creature under an obligation to the hag automatically fails this saving throw. On a failed saving throw the target is cursed with a magical hex that lasts 30 days. The curse ends early if the target suffers harm from the hag or if the hag ends it as an action. Roll 1d4:
- 1: Charm Hex. The target is charmed by the hag.
- 2: Fear Hex. The target is frightened of the hag.
- 3: Ill Fortune Hex. The hag magically divines the targets activities. Whenever the target attempts a long-duration task such as a craft or downtime activity the hag can cause the activity to fail.
- 4: Sleep Hex. The target falls unconscious. The curse ends early if the target takes damage or if a creature uses an action to shake it awake.
- Invisibility (2nd-Level; V, S, Concentration): The hag is invisible for 1 hour. The spell ends if the hag attacks uses Hex or casts a spell.
Licensing – Markdown Format