Green Hag

- Size: Medium
- Type: Fey
- Alignment: Neutral Evil
- AC: 17
- Initiative: +1 (11)
- HP: 82 (11d8 + 33)
- Speed: 30 ft, Swim 30 ft.
| ATTR | VAL | MOD | SAVE |
|---|---|---|---|
| STR | 18 | +4 | +4 |
| DEX | 12 | +1 | +1 |
| CON | 16 | +3 | +3 |
| INT | 13 | +1 | +1 |
| WIS | 14 | +2 | +2 |
| CHA | 14 | +2 | +2 |
- Skills: Arcana +5, Deception +4, Perception +4, Stealth +3
- Senses: Darkvision 60 ft.; Passive Perception 14
- Languages: Common, Elvish, Sylvan
- CR: 3 (XP 700; PB +2)
Traits
Amphibious. The hag can breathe air and water.
Coven Magic. While within 30 feet of at least two hag allies, the hag can cast one of the following spells, requiring no Material components, using the spell's normal casting time, and using Intelligence as the spellcasting ability (spell save DC 11): Augury, Find Familiar, Identify, Locate Object, Scrying, or Unseen Servant. The hag must finish a Long Rest before using this trait to cast that spell again.
Mimicry. The hag can mimic animal sounds and humanoid voices. A creature that hears the sounds can tell they are imitations only with a successful DC 14 Wisdom (Insight) check.
Actions
Multiattack. The hag makes two Claw attacks.
Claw. Melee Attack Roll: +6, reach 5 ft. Hit: 8 (1d8 + 4) Slashing damage plus 3 (1d6) Poison damage.
Spellcasting. The hag casts one of the following spells, requiring no Material components and using Wisdom as the spellcasting ability (spell save DC 12, +4 to hit with spell attacks):
At Will: Dancing Lights, Disguise Self (24-hour duration), Invisibility (self only, and the hag leaves no tracks while Invisible), Minor Illusion, Ray of Sickness (level 3 version)
Lore & Background
Green hags are among the most cunning and malevolent of all hag-kind, ancient fey creatures who delight in corrupting beauty, innocence, and hope. These twisted beings appear as hideous crones with mottled green skin, long stringy hair, and iron teeth, but they can disguise themselves as beautiful or harmless women to lure victims into their clutches. Green hags are master manipulators who understand the darkest desires of mortal hearts and use this knowledge to spread misery and despair.
Unlike other hags who may be content with simple cruelty, green hags are sophisticated in their evil, often spending years or even decades orchestrating elaborate schemes of corruption and revenge. They are drawn to areas of natural beauty, which they systematically corrupt and defile. Green hags possess an intimate knowledge of dark magic, particularly curses, illusions, and transformations that can turn their victims' greatest strengths into weaknesses.
Combat Tactics
Green hags prefer to avoid direct confrontation, instead relying on their Illusory Appearance to deceive enemies and their Invisible Passage to escape when threatened. When forced into combat, they use their Claws to deadly effect while employing their innate spellcasting abilities to control the battlefield. Their Mimicry ability allows them to confuse and misdirect opponents.
These creatures are master tacticians who prepare extensively for potential conflicts. They often have traps, illusions, and allied creatures positioned throughout their territory. Green hags excel at psychological warfare, using their knowledge of their enemies' fears and weaknesses to break morale before physical combat even begins.
Encounter Ideas
The False Oracle: A green hag has been posing as a wise woman or oracle, giving prophecies and advice that seem helpful but ultimately lead to tragedy and ruin. The party must expose her true nature while dealing with the consequences of her manipulations.
Corrupted Sanctuary: A green hag has claimed a sacred grove or natural shrine, slowly corrupting it into a twisted reflection of its former beauty. The party must cleanse the area and defeat the hag while navigating the dangerous transformations she has wrought.
The Bargain: A green hag offers to help the party with a seemingly impossible task, but her aid comes with a price that may not be immediately apparent. The party must decide whether to accept her help and risk the consequences or find another way to achieve their goals.
Family Curse: A green hag has placed a generational curse on a noble family, causing each generation to suffer increasingly terrible fates. The party must break the curse and confront the hag while protecting the current generation from her wrath.
Lair Features
Green hag lairs are twisted parodies of natural beauty, featuring corrupted gardens where beautiful flowers hide deadly poisons and mirror pools that show disturbing visions instead of reflections. Gnarled trees with faces carved into their bark serve as both decoration and guardians, while herb gardens contain ingredients for the hag's dark magic.
Cauldrons bubble with mysterious brews, and shelves lined with jars contain preserved specimens, body parts, and magical components. Illusion chambers can make visitors believe they're in paradise while actually being in a nightmare realm.
Environmental Effects
Green hags corrupt their surroundings through their mere presence and magical activities. Beautiful landscapes slowly become twisted and unwholesome, with flowers that smell of decay and trees that weep poisonous sap. Water sources become tainted, causing illness or strange transformations in those who drink from them.
Animal behavior changes in areas dominated by green hags, with normally peaceful creatures becoming aggressive or predatory. Weather patterns may become unnatural, with fog that causes hallucinations or rain that burns like acid.
Treasure
Green hags collect items that serve their magical purposes and feed their vanity. Mirrors of various sizes and magical properties are common, as are jewelry and cosmetics that enhance or disguise appearance. Spell components and magical herbs fill their storage areas.
Cursed items and magical artifacts related to transformation, illusion, or corruption are prized possessions. Books of dark magic and scrolls containing curses or forbidden knowledge represent some of their most valuable treasures.
Plot Hooks
The Beauty Contest: A green hag has been organizing beauty contests in various towns, cursing the winners to become increasingly hideous while she steals their beauty for herself. The party must stop her before she completes a ritual that will make her transformations permanent.
The Poisoned Well: A green hag has been slowly poisoning a community's water supply with a curse that turns the inhabitants against each other. The party must identify the source of the corruption and find a way to cleanse both the water and the affected people.
The Stolen Child: A green hag has kidnapped a child with the intent of raising them as her own heir, corrupting their innocence and turning them into a new generation of evil. The party must rescue the child before the transformation becomes irreversible.
The Hag's Covenant: Three green hags have formed a coven and are working together to cast a massive curse that will affect an entire kingdom. The party must find a way to break their alliance and defeat them individually before they can complete their apocalyptic ritual.
Lore & Background
Green hags are malevolent fey creatures that delight in corrupting beauty and spreading misery. These ancient beings appear as hideous crones with mottled green skin, iron teeth, and claws that can rend flesh and soul alike. They are masters of deception and illusion, often appearing as beautiful women to lure victims into their traps.
Green hags are solitary by nature but occasionally form covens with other hags, combining their powers to work greater evils. They dwell in swamps, forests, and other wild places where they can practice their dark magic undisturbed.
Combat Tactics
Green hags prefer to avoid direct confrontation, using their illusion magic and shapeshifting abilities to confuse and mislead enemies. They excel at hit-and-run tactics, using their knowledge of local terrain to their advantage. When forced to fight, they use their claws and spell-like abilities to devastating effect.
Encounter Ideas
The False Beauty: A green hag poses as a beautiful maiden to lure travelers into her swamp lair. The Corrupt Healer: A hag offers magical healing that comes with a terrible hidden price. The Coven's Bargain: Three hags offer to solve a community's problems in exchange for a dark favor. The Stolen Child: A hag has kidnapped a child and demands a terrible ransom for their return.
Environmental Effects
Green hag territories become corrupted and twisted, with plants becoming poisonous and water turning foul. The very air carries an aura of decay and malevolence that affects the mood and health of those who linger too long.
Treasure
Green hags collect items of personal significance to their victims, particularly those that can be used to cause emotional pain. They may possess magical items related to illusion, necromancy, or enchantment.
Plot Hooks
The Hag's Curse: A community suffers under a hag's curse and seeks heroes to break it. The Dark Bargain: A desperate person has made a deal with a hag and needs help escaping the consequences. The Coven's Ritual: A group of hags prepares a ritual that will bring great evil to the region. The Hag's Daughter: A half-hag seeks to break free from their mother's evil influence.