Red Hag
Medium Fey Neutral Evil
- Armor Class: 15 (natural armor)
- Hit Points: 136 (16d8 + 64)
- Speed: walk 30 ft.
- Challenge Rating: 7 (2,900 XP)
- Source: Tome of Beasts 2023, page 228
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 19 (+4) |
16 (+3) |
18 (+4) |
18 (+4) |
21 (+5) |
15 (+2) |
- Skills: Arcana +10, Deception +5, Insight +8, Perception +8
- Damage Vulnerabilities: False
- Damage Immunities: False
- Damage Resistances: False
- Condition Immunities: charmed, frightened, poisoned
- Senses: darkvision 60 ft., passive Perception 18
- Languages: Common, Druidic, Giant, Sylvan
Special Abilities
- Amphibious: The red hag can breathe air and water.
- Blood Sense: The red hag can pinpoint the location of creatures that aren't Constructs or Undead within 60 feet of her and can sense the general direction of such creatures within 1 mile of her.
- Magic Resistance: The red hag has advantage on saving throws against spells and other magical effects.
- Speak with Beasts: The red hag can communicate with Beasts as if they shared a language.
Actions
- Claw: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage plus 9 (2d8) necrotic damage.
- Blood Bolt: Ranged Spell Attack: +8 to hit, range 60 ft., one target. Hit: 14 (2d8 + 5) necrotic damage. If the target is a creature with blood, it must succeed on a DC 16 Constitution saving throw or be poisoned until the end of its next turn.
- Siphon Blood (Recharge 5-6): The red hag drains blood from nearby creatures. Each creature that isn't a Construct or Undead within 20 feet of the red hag must make a DC 16 Constitution saving throw, taking 35 (10d6) necrotic damage on a failed save, or half as much damage on a successful one. If at least one creature fails the saving throw, the next spell the red hag casts is cast as if the spell used a spell slot two levels higher than the spell's lowest level.
- Spellcasting: The red hag casts one of the following spells, requiring no material components and using Wisdom as the spellcasting ability (spell save DC 16):
At will: animal friendship, druidcraft, entangle
3/day: cure wounds, dispel magic, lesser restoration
1/day: control water, freedom of movement
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